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or THE GAMTS 


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Mel Odom / ; w 


Mel Odom 


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Project Editor: Richard Dal Porto 
Original Icon Illustrations by Susie Bell 


The Black Dahlia game © 1997 by Take 2 Interactive Software, Inc. All rights re- 
served. Original characters are copyrighted characters of Take 2 Interactive Software. 
The trademark “Black Dahlia” is owned by Take 2 Interactive Software. Unautho- 
rized use is prohibited. 


No part of this book may be reproduced or transmitted in any form or by any means, 
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storage or retrieval system without written permission from Prima Publishing, ex- 
cept for the inclusion of quotations in a review. 

All products and characters mentioned in this book are trademarks of their respec- 
tive companies. 


Important: 

Prima Publishing has made every effort to determine that the information contained 
in this book is accurate. However, the publisher makes no warranty, either expressed 
or implied, as to the accuracy, effectiveness, or completeness of the material in this 
book; nor does the publisher assume liability for damages, either incidental or con- 


sequential, that may result from using the information in this book. The publisher 
cannot provide information regarding game play, hints and strategies, or problems 
with hardware or software. Questions should be directed to the support numbers 
provided by the game and device manufacturers in their documentation. Some game 


tricks require precise timing and may require repeated attempts before the desired 
result is achieved. 


ISBN: 7615-1213-6 


Library of Congress Catalog Card Number: 97-68842 
Printed in the United States of America 


98:99 00 01 DD 109876534321 


O ON Go wooo w b w 


oe H uU ee N 
ADO wv A uw pP H O 


Contents 


A O OA 2 a a a o | 


The Penaky Oued ces 
Get d Glue, Get a Bigger Puzzle... a i, 
Puzzling Encounters Socata ed es ie 
Death Takes he ee a aa D 3 
There Gra Crooked Man uocare a ne 
Feather and POND a igi es 8I 
The Penaky U TIMI eriaren e a ewiteestsste 93 
Party Crashing the Raven ROOM.......ssssscssseseseseseeeeeenes 107 
Murder Written in the Stavd -onae aaa IZ 
Track D oa gl eR oe Se 153 
Recovery of the Black Dahlia -aoee eare: 169 
aye MMA ee 179 
PUT a a a 205 
TIN OF AOR nies 219 
A Fresh COTIGE S o 234 
FinalGambit sonein ea e aaa 254 


MM Prima’ Official Strategy Guide 


Introduction 


Behind Black Dablia 


The time is the 1940s. The streets are mean, and they wind through Cleve- 
land, Ohio, Germany, and finally Los Angeles. The world is at war for the 
second time. The Nazis are bigger, stronger, and bolder than ever before, and 
the whole free world is at stake. Throw in a quest for mythological powers and 
some psychic phenomena, and you're off on one of the pand i. adventures 
ever to pulse through your computer. 

Take 2 Interactive Software has created a game with arcane and intricate 
puzzles to bedevil you to no end. Black Dahlia: Prima’s Official Strategy Guide 
was designed to help you through some of the rough spots by offering in- 
sights into those puzzles and showing you how all the threads tie together. 

But even more intriguing is the pursuit of the madman who has tortured 
and killed so many innocents. The story presented within the framework of 
the game is at once intense and compelling. As you pursue the clues and the 
action, you will become Agent Jim Pearson, knowing that only you can stop 
the butcher before he strikes again. 

The world that has been created for the game is realistic. From the music 
to the language, to the actual events of the murders, care has been taken to 
make the player feel at home and experience the desire to solve the crimes 
and nail the murderer. 

The video sequences were filmed and carefully placed within the gameplay. 
Dennis Hopper and Teri Garr star in the game, and Darren Eliker turns in a 
great performance as Jim Pearson. The texture, mood, and props of the game 
are dead-bang on. 

Much attention was given to Pearson and his world as well. Watch how 
the World Map screen changes throughout the game. That World Map screen 
reflects the lengths Pearson goes to in order to trap the killer. And it shows 
how that world steadily erodes, leading to the dynamic conclusion of the game. 

There is so much that you’re going to enjoy about the game, but let | us 
turn our attention for a moment on the impetus of the project. 


Introduction vV 


On January 14, 1947, Elizabeth Short was a 22-year-old woman with 
dreams of breaking into the film world of Hollywood and capturing attention, 
possibly even fame. As far as anyone knows, she never even made it toa 
screen test. 

But on January 15, 1947, she became famous. That day, her body, cut in 
half and brutalized, was found in a vacant lot on 39th and Norton. One of the 
witnesses later interviewed by journalists gave her the nickname she became 
known by: The Black Dahlia. The witness told the newshounds that Miss 
Short had an affinity for black clothing. She was also beautiful, so the nick- 
name fit: a black flower. 

So, who actually killed the Black Dahlia? We may never know the true 
answer. Michael Newton, a noted true crime journalist, whose work has been 
used in FBI databases regarding serial killers, wrote the non-fiction book, 
Daddy was the Black Dahlia Killer. In the book, Newton and his co-author, 
Janice Knowlton, delineated a solution to the crime that the LAPD still refuse 
to acknowledge. 

Detective John St. John of the LA Police Department, also known as Jigsaw 
John, was one of the top homicide investigators in his field. Over his career, 
Jigsaw John managed to solve an incredible 98-99 percent of his cases, but he 
never solved the mystery of the Black Dahlia. At least, not officially. 

Another resource for Black Dahlia was the serial killer known both as the 
Torso Killer and the Mad Butcher of Kingsbury Row. The investigating officer 
on that case was Eliot Ness, of the Untouchables fame. The Torso Killer mur- 
dered in the same fashion as the person who killed the Black Dahlia. Those 
murders also remain unsolved to this day. 

Using the background of World War II, Take 2 presents a complete mys- 
tery involving the Dahlia and a solution for who killed her and why. That 
solution incorporates the known interest by Hitler’s military to revive the old 
Norse mythos and their search for supernatural objects that would give them 
power to take on a world and win. 

In the first part of the game, Pearson is an investigator drawn into the 
macabre web surrounding the Black Dahlia (which first began as something 
other than a nickname for Elizabeth Short). Midway through the game, we 
journey with Pearson to plunder the remains of a ravaged monastery that still 
contains secrets, taking on puzzles and dangers that would challenge even 
the greatest adventurer. The world of wonderment expands, letting you know 
that the solution is going to be much more twisted than you were expecting. 


account of how to figure out the mystery and 
stay with the first 16 chapters. In those chapt 
and logical thinking that will help you solve som 
gotten stuck on rani your own play. 


tain hints and clues that may help you eal 
missed on your own. That way you still have thi 


the tips are definitely the way to go. 

Now, if you’re looking for the down-ani 
I’m-screaming-all-the-way guide, turn to Cl 
Trip walkthrough, which—except for the maj 
click account of where to go in the game. For: he ma 
refer back to the chapters where the solutions are give: 


Playing the Game 
Black Dahlia play is very uncomplicated: you: mouse oper 
the play. There are a couple instances where you need the 
need to type in a name or two here and there. — ć 

Left-clicking on an individual will bring up a list of fap s yo 
with that person at that time. You know you are } i 
when left-clicking on them no longer brings up any option: 
different characters in the game after different eve: 
will reveal new topics you need to discuss. 


= Left-clicking on tt 


in that direction. L 
interactive (changes: 
__ those objects. 


-Right-clicking € any time o es pulls up ee Sopr leniental — 


List, allowing you a choice of: Options, Inventory, World Map, Notebook, Help, — < 


_Restore, Save, and Exit. Options lets you adjust settings to the game. Inven- 
tory takes } you to the list of items you've discovered during your investigations 

and allows you to interact with them there. Use orld Map to change — 

locations in your pursuit. The Notebook function gives you a means to check 


through the pertinent details of your case (and provides clues for you to know = 


what details are pertinent). The Help function assists with any gameplay prob- . 


lems. The Restore function enables you to restart a Saved game. The Save- . 


function saves your games when you have to quit for the moment or the 
night. And the Exit function allows you to n Black Dahlia, a function you'll SS 
be loathe to use. — — 


I 


The Pensky 


Questions 


Primas Official Strategy Guide 


Mr. Sullivan 


You're going to hit the ground running in this one, so don’t worry about 
keeping those crisp lines in the old trench coat or that neat bend in the fe- _ 
dora. In the tradition of true film noir, things are not going to be as they 
appear to be. 
Perhaps not even at the end of the hunt set before you. 
Mr. Sullivan, the head of the Cleveland branch of the COI, is a gruff, 
brusque man. 

Any information you get from 
Sullivan will require a certain invest- 
ment of shoe leather and thinking on 
your part. He won't answer just any 
question you may pose. As you un- 
cover more information during your 
investigation, you'll find that you can 
return to his office and ask new ques- 
tions that will help streamline the 
search you've been assigned. 

As you first enter Sullivan’s office, notice the Cleveland Times—especially 
the glaring headline he’s reading: SEVENTH TORSO VICTIM FOUND; Mad 
Butcher Still on the Loose. 


Sullivan briefly introduces himself 
and immediately hands over your 
agency ID and a complaint file passed 
on by a Cleveland city detective. Ac- 
cording to Sullivan, the complaint 
should be straightforward and 
handled as quickly as possible. He 
informs you that his door is always 
open in case you have any questions. 

Then he tells you that your office 
is across the hall. He asks that you forgive the mess in your new office. Your 
predecessor left unexpectedly, and no one has had time to clean the office. 

When you stand there a little too long, he says he hopes that you can 
handle things on your own, letting you know he’s not going to be there to 
nursemaid you. It’s something you're going to have to get used to in the COI. 


Chapter Iı The Penaky Question 5 


Agent Penskys Aberrations 


When you get to your new office, the 
impression that things may not run 
as smoothly as you had hoped begins 
to settle in. The office is a mess, indi- 
cating to you that the person had lax 
organizational skills. Books and file 
cabinet drawers are scattered across 
the desk, and the bookcase on the left 
is stuffed haphazardly with volumes. 

Turn to the right and flip on the 
light switch. The illumination is dim, 
but it does help. 

Closer inspection of the contents 
of the bookshelves leads you to be- 
lieve that the previous agent in this 
office had peculiar interests. 


we a As mentioned in the introduction, Black Dahlia is mouse- 
driven and user-friendly. When the arrow flattens out in a 
particular direction, you can walk in that direction. When 
the Q changes into a spinning arrow you can interact with 
that person or object. 

For the moment, take a look at the books and objects 
on the shelves. They will pique your interest. We'll get 
around to the other things as they come up during the natu- 
ral progression of the story. 


From the casebook of COI Agent James R. Pearson: 


President Roosevelt had just authorized the formation of the COI that 
summer, They were supposed to be the outfit that handled the real spy 
stuff overseas. It was the place to be if you wanted real adventure. 

At least, that was the bill of goods the recruiters for the COI sold me. 


nn 


And here | was: Stuck In a Crummy old office. In Cleveland of all 
places, as far away from any real action af | could imagine. 


The books and objects scattered 
across the shelves to the left immedi- 
ately draw your attention. But so does 
the locked cabinet. For the moment, 
opening it is impossible. 


Other points of intense interest will 
be the skull on the center shelf... 


...the vase on the lower right shelf... 


...the cylinder on the upper left shelf, and the selection of books on the shelves. 


Chaptert ThePensky Question 7 


tises and dictionaries. 

Curious about who was in this of- 
fice before you? Well, curiosity should 
be in your nature. Time to see about 
settling part of it. 

Sullivan handed over an ID case 
and the file, right? Part of any good 
ego stroke in the field of investigation 


‘Whoever had this office before you 


certainly had eclectic reading habits. 
Histories are side by side with books 
on mathematics. Ancient novels bal- 
ance books on geography. Romance 
novels and poetry occupy the same 
level of importance as political trea- 


© 
is 
© 
D 


a 


is seeing what kind of buzzer they give 
you. I mean, you get a small shield; 
chances are, when you flash it in 
someone’s face, they may not be as 
impressed. COI hasn’t been around 
long, so not many people know of it. 

Take the Badge out and take a 
look atit. 


To access any items in your Inventory, right-click the mouse 
to pull up the supplemental list and then select Inventory. © 
For the moment, there are only two items in the Inventory: 
the Badge and the Case File. Left-click on Badge in the 


Inventory list and then left-click on the Badge itself. 


Hey, not bad. The Badge fills up one whole side of the ID case. Nice to 
know that President Roosevelt feels that the COI deserves the attention. 
Throw that buzzer in somebody’s face, and they’re going to sit up and take 


notice, brother. 


Hold up a minute, shamus! Don’t put 
that ID case away yet. Didn’t you notice 
something over on the left, in the pocket be- 
hind the ID card? 

Yeah, a silver disk. Take it out and look 
at it. 


T LP = Again, getting the St. Christopher’s medal out is easily 
eo accomplished by left-clicking the rune on it. 


To get out of the Mo list, left-click 
on Exit. 

A St. Christopher’s medal? It’s yours, 
brother—been yours for a long time. You carry 
it as a good luck charm. And maybe you need 
some good luck, because in this office you start 
wondering what happened to the Joe thal was 
here before you. 

Sullivan seemed intent on remaining 
vague about who the guy was and what hap- 
pened to him. Did he just get fed up and quit? Or did he get bounced? The 
most uncomfortable thought that races around in the back of your brain 
(that’s kept you alive in one scrape after another) is that the other agent is 
dead, killed somewhere in the line of duty. 

But maybe no one knows what happened to the guy at all. Now there’s a 
creepy thought. 

Okay, enough dwelling on that. You got your investigator’s radar kicked 
on, and that’s the main point. Time to dig in and take a look at everything else 
youe been given to work on. 

Instead of getting to that case file immediately, though, why not toss the 
room? If the ID case and buzzer did belong to the agent who held this office, 
and nobody at Cleveland COI has made an effort to clean up things, maybe 


Chapter 1 Fe 


TIP — Left-click and drag the cursor down to 
ee ihe os on the desk drawers to > open 


Nothing on the desk seems to have 
anything interesting in it. Try the cen- 
ter desk drawer. Look, there’s a 
newspaper article: FDR Creates New 
Intelligence Service. 

Well, that’s certainly old news. 
Since you were hired for the Office of 
the Coordinator of Information, you know all about the co! 


tate the securing of ionnann important 1 r natio al sec 
available to the Government. 


ers the COI an infringement on ai territory. 
Tough. America has a lot of enemies, and youl re just d 
protect the grand old lady, right? 


I0 Primas Official Strategy Guide 


everything. The report goes on to document how interested the Nazi Führer and 
his closest supporters are in mysticism and occult studies. It also recounts how 
Rudolph Hess, one of Hitler’s main people, was captured after British intelli- 
gence tricked him through astrological forecasts that he believed in. 

Part of the report also provides details on Heinrich Himmler, who has 
reportedly refurbished an ancient monastery in Wevelsburg. He turned it back 
into a version of a knight’s castle and meets there with his council of Black 
Knights who are high ranking SS officers. They've even had seances there, 
and ain’t that a kick in the pants thinking about one of Hitler’s finest sitting 
around a table trying to contact long dead Aryan heroes? 

You've got to wonder who penned such a fantastic report and what the 
press would do if they got their hands on it. 

Still, as a COI agent, you’ve been told to expect all kinds of strange ru- 
mors. It’s your job to check them out. Evidently, the agent who last had this 
office had yet to get around to this one. Or maybe he was working on it when 
he “disappeared”? Definitely something to think about. 

Look down on the right side of the desk where there’s another drawer. Pull 
it open and give it a whirl. 


T LP = Incase you haven't noticed yet, to look up or down, simply 
OA drag the mouse through the top or bottom of the screen to 
change perspectives. 


The last agent in this office may not have been organized, brother, but his 
heart was in the right place. He left a “Things To Do” list on the ek you 
find here. 


VY Return library books 
Withdraw money 


Phone Cassie 


Contact jeweler 
Check post office box 
Get a good stiff drink 
Get new boots 


SRR RES ey 


Chaptert ThePensky Question 11 


Y Change bulb In ceiling light 
Check back with Professor Strauss 
Clean office! 


So okay, the guy wasn’t perfect, 
and he didn’t quite get around to ev- 
erything on the list. But he was 
thorough enough to figure in some 
personal time. Phoning Cassie, getting 
a good stiff drink, and getting some 
new boots—sounds like a guy who’s 
got more going on than only the job. That doesn’t sound like somebody who’d 
be suicidal, does it? 

Yeah. So where did that happy little 
thought come from? I know. I don’t like mys- 
teries myself, and the other agent is really 
pressing on your brain. Sitting here in this 
quiet, cluttered little office, it’s hard to keep 
your mind focused on anything else. 

Not for the first time, you have your doubts 
about all the great things you were planning 
to do while on the COPs payroll. 

And hey, what’s this little number? Take 
a look under the notepad. 


To look under the notebook, put the cursor over it, press 
the left-click mouse button down and slide the notebook 
up. Once the notebook is clear, left-click on the pistol to 
add it to your Inventory. 


Armed and Dangeroud 


That’s a snub-nosed .38. Not as big as the .45 you’re packing, but a handful 
of knockdown firepower all the same. You drop it in your pocket. A little 
backup insurance isn’t going to hurt you at all. 

Close the drawer and inspect the file cabinet to the right of the desk. 


_ Primaa Official Strategy Guide 


i 


The books on top of the filing cabinet yield a COI propaganda publication 
called Fifth Column Lessons for America. Quickly flipping through it, you dis- 
cover that it’s quite similar to the other COI information shown by the recruiters 
who signed you. With Nazi Germany storming through the European theater, 
it makes good sense for the American people to be on the lookout for sabo- 
teurs in their own cities. After all, the US didn’t exactly sit out the Great War 
the way some thought it would. An opening strike against the US wouldn’t be 
completely unexpected. : 

Opening the top drawer of the filing cabinet, you find a report dated Sep- 
tember 12, 1941. Only a short time ago. Reading through it, you see that the 
first page and a half talks about fantastical stories and marks and runes. 
Maybe the writer was thinking about submitting a story to one of the pulp 
magazines that are all the rage these days. You’ve even read an Operator 5, 
Phantom Detective, Shadow, and Doc Savage yourself. This kind of stuff seems 
as though it would fit right into one of those magazines. 

There are other passages; these are dated September 22, October 8, and 
October 30—relatively new additions. All of them center on a ritual that you 
don’t grasp at the moment. 

Nor is there any indication of who authored the document. But it is 
typewritten, suggesting that it may have been written by the agent who held 
this office. 

Sitting back in the desk chair and contemplating everything that you have 
uncovered—thinking about the last guy with his butt parked in this seat 
behind this desk—leaves you uneasy. It makes you wonder if the guy wasa 
few bricks shy of a full load. 

So you think about that .38 you picked 
up and examined so casually. Was it fully 
loaded? Or was the guy packing gumdrops in 
the cylinder instead of lead? Take it out and 
give it another examination. 

Well, it’s loaded all right. And the bullets 
all look in good condition. Everything’s jake. 
The grips, however, seem a little loose. Maybe 
you should tighten them. 

Wait, they’re not loose...there’s something 
rattling around inside them. Give the grips a 


Chapter x The >n a 


push and see if they'll give. r Jehosaphat—that’s a l key someone’ < 7. 
hidden away inside there 


_ To get the key to the locked bookcase cabinet door. ngh — 
click the mouse to get the supplemental list, left-click on. 
the Inventory, and left-click on Revolver in the list. Once | 
you have the Revolver, left-click and hold on the bottom of — l 
the grip. Pull the grip forward to ue ee When it PTE 
the key will be revealed. 
ale on the key to add it to the Inventory list. 


What kind of a would hide a key i ina gunbutt? 

Yeah, well, thats the kind of question you have to ask anadi, in ~ — 
situation like this. The guy wasn’t e from any kind of deck oe re 
familiar with. : 

Still, you have a key and a locked cabine on the Pokar I dont think -o 
you'll be betting against the house odds if you get the idea er two o plus ts two - 
equals four. Get up and try the a in the locked cabinet. — 


TIF _-7 Touse the Gun Key to open the cabinet ee over to the 
= cabinet and then right-click the mouse to bring up ie o 
A -supplemental list. Left-click on the Gun Key and then left- 

click on Use. The cabinet opens ae es and 1 puts you 

back i in the gameplay mode. — 


All right! Now you're cooking with gas. Let’ s take a look at what treasures — 
you've just found. 


Spies, F Coded, and 
Artifacta 


There’s a message at the top ofthe — 
stack of books on the left. 


I4 Primas Official Strategy Guide 


Mr. Pensky, 


lam very intrigued by your message and am indeed interested in 
examining the artifacts that you describe, Please call me af soon af 
possible! | feel that these items may be of CRITICAL importance to your 
investigation, 


—Dr. Strauss 


Dr. Strauss, eh? He was mentioned in the “Things To Do” list on the desk, 
and the note is addressed to Mr. Pensky. Maybe Pensky was the dast agent, 
the one you’re taking over for. 

But that bit of information also brings up new questions. From the “Things 
To Do” list, you know that Dr. Strauss is actually a proftasor But proteasor 
of what? _ 

And what are the artifacts that the message is talking shou? The skull 
you found on the bookshelves? The vase? Or something else entirely? 

Further searching turns up another note. 


August 6, 1941 
Walt, 


We've finally received the “List” from the FBI, but of 
course, there's an encrypted number associated with each 
of the names. Keep it under your hat, but I want you to 
see what you can do about cracking their code. They may 
be keeping important information from us. 


Sullivan 


The note’s from Sullivan. It suggests that Walt may have been Pensky’s 
first name. Below is a list of numbers and letters with a lot of Xs drawn 
through notations made to the right, as if someone were trying to make sense 
of them. 

Another interesting facet is that Sullivan acquired this “List” from the FBI, 
but he doesn’t trust them to have been entirely truthful with him. It isn’t the 


Chapter I The Penaky Question I5 


first time that you’ve heard of old J. Edgar pläyiag fast and loose with inter- 
agency cooperation. 

What was Pensky working on? And what did it have to do with his “unex- 
pected” departure from the COI? 

Stymied by the lack of answers, turn your attention back to the case file 
Sullivan gave you earlier. After all, this is the snooping you're drawing a pay- 
check for. 


> 1P _» Get the Case File from your Inventory by right-clicking the 
a SA mouse and then left-clicking on Inventory. Left-click again 
A on the Case File. Left-clicking on the pages of the report 
turns them. 


When you're finished, left-click on Exit, 


The Case File 


The first page appears to be an Initial Crime 
Report. 

The victim is listed as Henry Finster, evi- 
dently the owner of Finster Munitions Plant 
where the crime was committed on Novem- 
ber 12, 1941, at 3:30 p.m. The perpetrator’s 
name must not have been known because all 
that is listed on the bottom portion of the 
sheet is a description. 

The crime was harassment—not a big one, 
but you start wondering what the angle is if it involves the COI. Of course, 
_ with the victim being the probable owner of a munitions plant when Hitler is _ 
running rampant over all of Europe—that may be cause enough. 


T 1P 2 To move the pages (or objects) up in the Inventory section, 
A left-click and hold down the button; then scoot them up. 


T 


aa 
a” 


Primas Official Strategy Guide 


At the bottom of the sheet, there is the following additional information: 


H. Finster files complaint regarding alleged Nazi 


recruitment. 


Bingo! Now there’s a reason for the COI to get involved. Keep reading. 


Cause of complaint is a flyer passed out at Finster 
munitions plant by unknown messenger. After review of 
flyer and interrogation of plaintiff, Nazi recruitment 
deemed unlikely and case given low priority. Plaintiff 
became verbally abusive when informed of such. 
Forwarding complaint to COI office. 


The time of struggle is now at hand. No longer will 
parliaments determine the fate of the people. In theit place will 
tule wise prest-kings, masters of ariosophical mysticism and 
leaders of chivalrous and spiritual orders. As long as we hold to 
the three, the Brotherhood of Thule shall rule. The black cagte is 
the symbol of the Thule. The black eagle rises from a blanket 
of flames , which warns us that we must die in ander to live. 
Our Order is a Teutonic Order; loyalty is also Teutonic. 
Our way is the way of the trinity: Wotan, Will, We is the 
_— of the Trinity. Their power is contained in the three. 


: e Order is your Heritage, your Heritage is Teutonic: 

ir loyalty ıs Teutonic. The old Order shall be restored, 
tomty shall rise hke the black eagle. Reclam your 
iio firace in the time af Thule rice with the Mark osata 


Thule Awakens 


d 


[ 


The signature at the bottom of the 
page belonged to Peter Merylo. Judg- 
ing from the form, Merylo was. 
probably the investigating detective 
from the Cleveland police department. 
The PD’s interest wouldn’t have cov- 
ered Nazi sympathizers. 

The second sheet catches your eye 
with all of the fantastic colors and de- 
signs. Twelve shields cover the page. 
They make you think of family her- 
alds, but there aren’t any notations 
that offer clues as to what they a 
ally represent. 

Inside is the text of the flyer that 
must have been handed out at the 
munitions plant. Revolutionary stuff, 
all right, and plenty enough for Finster 
to get sore about. 


The time of struggle is now at hand. No longer will 


parliaments determine the fate of the people. In their 


Chaptert ThePensky Question 17 | 


place will rule wise priest-kings, master of 
ariosophical mysticism and leaders of chivalrous an 
spiritual orders. As long as we hold to the three, the 
Brotherhood of Thule shall rule. The black eagle is 
symbol of the Thule. The black eagle rises froma 
blanket of flames, which warns us that we must die in 
order to live. Our Order is a Teutonic Order; loyalty is 
also Teutonic. Our way is the way of the trinity: Wotan, 
Wili, We is the unity of the Irinity. Their power is 
contained in the three. 

The Order is your Heritage; your Heritage is Teutonic; 
your loyalty is Teutonic. The old Order shall be | 
restored, and the trinity shall rise like the black 
eagle. Reclaim your Heritage; rejoice in the time of 
Thule; rise with the black eagle. aoe 

The messenger shall receive your word. 


Now that you've had a gander at the case file Sullivan gave you, it’s time to 
hoist those dogs off the desk and start earning your keep. Investigators inves- 
tigate, and history lessons haven’t been a real interest of yours anyway. Let’s 
go see what else Sullivan knows since he was so kind to offer his ear any time 
you needed it. 

And, if you play your cards right, maybe you can drum up some more 
information on the missing Pensky. That guy’s turning out to be as big a 
mystery as any you've ever gotten your mitts on. 


ils iP _» Toget to Sullivan’s office, right-click on the mouse. Choose 
GF -World Map. Anytime a destination is open to you, a photo- _ 
a graph representing it appears in this section. To go to your- 

: desired destination, left-click on it. 

As you progress through the game, different destina- 
tions will appear while old ones disappear. Their 
availability depends on your gameplay. If you’ve gotten 
stuck while playing the game on your own, this strategy 
guide will help you through the game’s interior logic. 

And the old black and white ali i ee are a nice 
touch, don’t you think? : 


W Primaa Official Strategy Guide 


You may also access the World Map at any time by left- 
clicking on the Exit Doorway of your current location. 


To get the list of questions to appear on the screen, left- 
click on Mr. Sullivan. At this point, you do have questions 
for him. When you happen to pass through at a later 
time in the game, however, the cursor may not turn into 
an arrow, signaling that you cannot ask anian ques- 
tions at that time. 

When you open the case file, put the cursor first on 
Henry Finster’s name and then on Peter Merylo. This 
causes Sullivan to give you more information about Finster 
and Merylo and allows the World Map to include their lo- 
cation next time you access it. 


For the moment, avoid asking about Pensky. Let’s go to the case file. 

Ask about Henry Finster first by left-clicking on his name on the initial 
crime report. 

Sullivan says that Finster is an important man in the government’s scheme 
of things, but that he is considered to be somewhat of a pain in the butt 
because he always sees Nazis and Communists lurking around every corner. 
But, Sullivan says, Finster may have something this time. He tells you to take 
a look at the invitation and then asks you your opinion of it. 

After having read it, your only opinion is that it looks like fascist propaganda. 

Readily agreeing, Sullivan also offers the caveat that it may not be of 
Nazi origin. He goes on to say that it appears primarily directed at people of 
wealth, which means youre going to have to keep the kid gloves on while 
you poke around. 

Next, ask about Merylo. 

The detective, Sullivan replies, is the one who passed the complaint file 
along. Merylo also has his hands full these days, as he’s the top dog chas- 
ing after the Torso Killer, the murderer who’s chopping up people all across 
the city. 


| 2 your leave. Since you’ ‘re follawine 
to get a little more oe tees on h 


in his den. 


— Ta da to aes s of 
up the supplemental. 
Map. Left-click again on 
Meryl s n o 


Zz 


Geta Clue, 
Get a Bigger 
Puzzle 


shot at the 1 aa Prec 


After dusting your knuckles on the frosted gl 
door, a deep voice growls for you to come in. 


Something stirs in the back of your mi 
attention, but Merylo isn’t the kind of guy 


in bode. — 
Wanting to win hii over o 
Murders. 


the blood of his venns, are theni clean. 
and neat. Apparently, the killer has some fa 


When asked if the FBI is helping with the m 
gasket. Eliot Ness has assigned a junior G- M: n 
know anything about investigations. He onl; 
expensive suits for all the photographers attr 
he’s the one who'll catch the Torso Killer. 


Chapter 2 Gee Clue, Get a Bigger Puzzle 23 


Merylo definitely has a very low opinion of Finster and the federal agents. 
He’s convinced that the public line that the federal agencies have taken with 
US citizens has created an overflow of sightings of Nazi spies and traitors 
everywhere. Dozens of people have been in his office filing complaints, but 
none of them have panned out. He’s more interested in catching the Torso 
Killer, who’s more real than any Nazi spy he’s heard about. 

But, he adds, Finster was in his office and claims to have identified the 
man who was handing out the flyers at the munitions plant in the mug book. 
Merylo says that you’re welcome to take a look if you want. (Beneath that 
gruff exterior and short temper is a dedicated working stiff, who, you figure, 
is good at his job.) 

Take a look at the mug book. It’s on the corner of the desk to your left. 


D if _-» To locate the mug book, drag pe cursor to ag bottom of 

_ ~~ the screen on the left. It’s the closed black book. When you 

A : place the arrow cursor spinning over it, left-click on it to 
Ss open it. Continue left-clicking on it to turn the pages. 


ad 


There’s little chance of your finding the person Finster identified without 
knowing what the guy looks like. But do it to humor Merylo and to show that 
you're willing to take some direction. You can play the hard guy when it 
comes to that, but there’s an amount of finesse that comes with this job, too. 

When you open the mug book, the first noticeable thing is the sheet of 
Finster Corp stationery. It looks blank, but you’re investigating spies, right? 
There could be any number of secret messages written on that single sheet 
of paper. 

When Merylo’s not watching, slip the paper into your coat. 


s To add the stationery to your Inventory, left-click the spin- __ 
ning arrow cursor on it. The paper automatically goes into : 
the Inventory. 

Left-click on Finster Stationery to take a look at it in the 
Inventory. 


Diligent and eagle-eyed as you are, you ‘re not going to find a guy i in ees 
book until you know more about who you ’re looking for. 


simply accessing the Inventory with a right- ie = ihe ae - 
Hey, e Jarn! 


the invitation. — 
There it The = 
arms ; from the ae on | the a 


kind of gives you an 

has more going on than he’s willing to admit, doesn o 
Well, get the dogs in gear, shamus; you ve ant a case to solv ie 

Finster’s office. S &# =. 


jumps: a over r you a not bei ~-~ 
sooner. While he: s jawing at you, take 
behind him. That’s definitely a copy of the one on “the stationery « and ‘the ~ 
invitation in the case file. - 


Chapter2 Geta Clue, Get a Bigger Puzzle 25 


TIP- 
Me 
oot 


Ask him about the man who gave him the invitation first. 

Finster doesn’t remember the guy at all. His explanation becomes con- 
fusing, but he finally says that George Hansen is the man who worked for 
him, who invited the Nazi into the munitions plant. Finster fired Hansen on 
the spot. 

Finster doesn’t remember the man’s name, telling you that the guy said 
he was just a messenger. 

When you ask for the messenger’s description, Finster grows even more 
belligerent. He already gave the description to Merylo and picked him out of 
the mug book. Further questioning elicits a description, but it’s not going to 
help you nail down anything worthwhile at this point. 

Finster has no idea where to find the messenger, but he tells you that 
George Hansen frequents a saloon on the Roaring Third called McGinty’s. 

Okay, that’s a solid lead. See if you can get around that. 

Oh, got that stubborn streak working, do you? Got to push the envelope 
on this one and ask about the Brotherhood of Thule because of that coat of 
arms, right? 

Well, Finster blows his stack at that one. He lets you know, in no uncer- 
tain terms, that the Brotherhood of Thule is a Nazi conspiracy. 

(Yeah, that’s right—stay with it until you get him to blow.) 

When you ask him about the symbols and signs, Finster says that he has 


To initiate a conversation with Finster, left-click on him. 


Be 


seen them all over Germany. Then he goes off on a tear to point out that many 


good families have come from Germany and, in fact, still live there. He still 
has relatives in Germany. 

You're wondering about those relatives, aren’t you, sleuth? You do havea 
suspicious nature—maybe it'll help keep you alive a bit longer. 

For the moment, follow the trail to McGinty’s down on the Roaring Third. 


T aP 7 Reach McGinty’s by right-clicking on the mouse to bring up 
ae the supplemental list and then left-clicking on the World Map. 
. Another left-click on McGinty’s Bar places you at its door. 


Primas Official Strategy Guide 


Stakeout 


Music greets you even before you step oC 
down to the small tavern set off from 
the street. Inside the bar, a radio an- 
nouncer gives the latest story about 


seventh victim. — 
The bartender concentrates on 
wiping glasses clean. Two tough looking customers sit at a table to your left. 
Neither of them has a beard, so unless the messenger got a shave, neither 
guy is the one you're looking for. 
Maybe the two guys are regulars. Maybe not. But it stands to reason that the 
bartender puts in a lot of time in the saloon. Go ask him about George Hansen. 
The bartender is quick to tell you that he doesn’t know anyone or any- 
thing. He lets you know, in no uncertain terms, that he doesn’t think highly 
of Feds. Then he points to your right, telling you to take the guy he’s PE 
at with you. 
As you turn slowly, you spot the guy the bartender was talking about 
This guy sticks out like a sore thumb in present company. He’s nattily dressed, 
and attitude oozes from him. 


Cross over to the guy and show 
him your buzzer to identify yourself. 
Most people tend to come across pretty 
quick when they get a flash of the tin. 
When asked, he has no idea who 
George Hansen is. Ask him who he is. 

He gets friendly fast, giving his 
name as Dick Winslow. Two Winslows 
in one day and both of them dressed 
to the nines il isn't a preal leap in 
logic to guess that this is Merylo’s FBI agent. 

Winslow admits that he’s an FBI agent and that he’s there to Be out the 
bar to find the Torso Killer. He hasn’t had much luck, though. 

He goes on to mention that, if you’re looking for a team of German 
subversives, you should check for names on the Blacklist, a list of suspicious 


the Torso Killer, who has claimed Loe 


Chapter2 Geta Clue, Get a Bigger Puzzle 27 


Americans of German descent. The FBI has shared this information a other 
agencies, and your chief should have the list, too. 

When you thank him for his time, he also says you shad d by his 
office if you need anything else. 

Having no other options to explore on your own at this point, ‘return to 
Sullivan’s office to see the Blacklist Sullivan supposedly has. 


T IP _-» Right-click on the mouse to bring up the supplemental list 
M and then left-click on the World Map. Left-click again on 
a ; Sullivan’s Office. 


Blacklisted 


Face to face with Sullivan again, ask him about the Blacklist. 

Sullivan demands to know who you’ve been talking to. Rather than give 
up the fact that you have managed to get into Pensky’s locked cabinet and 
found the letter, you drop Winslow’s name. 

Your chief develops a lemony grimace and then states that there is such a 
list. He relates how J. Edgar Hoover justified and rationalized to the federal 
government putting together this Blacklist. 

Sullivan reluctantly hands the list over, telling you that it is possible that 
many of the men on the Blacklist are ae or men with no interest in 
Nazi Germany. 

Take the Blacklist and return to your office. 


-5 iP _» Right-click on the mouse to bring up the supplemental list 
and then left-click on the World Map. Left-click again to go 


= az a 
Pa to your office. 
p 


Cracking the Code 


Take out the Blacklist and give it a scan, shamus. The names are on the left 
side of the page, followed by their location n by bureau and then by the case 
numbers. 


Primas Official Strategy Guide 


The case numbers remind you of 
the numbers you found on the note Sullivan 
wrote to Pensky. Take out the cabinet key and 
go take another look. 

Score one for the whippersnapper! 
See the X-ed out portion that reads CLV 21- 
84-11? Judging from the notations to the left 
of the code, Pensky figured out these num- 
bers were encrypted to hide phone numbers, 
not birthdays or addresses. 

Using the column on the left, Pensky was able to deduce that CLV 21-84- 
11 was actually CLV 3-12-2. The code was so simple it made itself confusing. 
21 becomes 3 through addition (2+1); 84 becomes 12 (8+4); and, 11 becomes 
2 (1+1). 

Given that, you can now crack any encryption on the Blacklist and get a 
phone number—who’re you gonna call? 

Ah, here’s one you know: Henry Finster at the top of the second page. His 
encryption number is CLV-21-84-11, the same number Pensky was working 
with. Finster’s phone number was probably the one that helped Pensky crack 
the code. 

Let’s verify your findings before you start getting too excited. There’s noth- 
ing worse than a guy who goes off half-cocked. 

According to Pensky’s and your figuring, Finster’s real phone number 
should be CLV-3122. But that can’t be right. Phone numbers have only three 
digits after the exchange. Check that number against the piece of stationery 
you took from the mug book in Merylo’s office. 

Damn! You're right; it’s wrong. 

Finster’s number is 140. So how does 21-84-11 equal 140? 

C’mon, sleuth, the answer’s as plain as the nose on your face. You don’t 
ADD the numbers; you subtract them. Look: 2-1 = 1, 8-4 = 4, and 1-1 = 0. 

140. And, for the exchange, follow the “O+1-1” rule. Thus, “CLV” becomes 
“CMR” just like on Finster’s Stationery. 

That’s Finster’s number. 

Okay, maybe you’re more clever than Pensky was. Or at least, you think 
you are at the moment. Remember, Pensky’s no longer around—one way 
or another. 


Chapter2 Geta Clue, Get a Bigger Puzzle 29 


Nothing like a shot of cold water down your back, is there? 

Besides Finster, is there anyone else on the Blacklist you may be inter- 
ested in calling? You search the list of names diligently, drawing one steady 
blank after another, until you reach the third name from the bottom. 

DR. KARL STRAUSS. 


T F _-» Left-click the mouse button on the first page of the Black- 


AAA a list and hold it down. Scoot the list up until you reach the 
Aa bottom of the page. 


Remember Dr. Strauss, don’t you? Sure you do. That’s the guy Pensky : 
was going to get in contact with, the guy who wrote the note to Pensky want- 
ing to see the artifacts that Pensky had. 

Until now, you didn’t have a way of getting in touch with this Dr. Strauss. 
Now, though, you have his phone number. At least you will have one once 
you break the encryption. 

CMR is the exchange. Doing the math, 51-22-40 quickly becomes CLV- 
404. And there’s a phone on your desk. Make the call. 


T IP ——> Take a look at the phone dial. You'll find the “C” becomes 
“2,” “M” becomes “6,” and “R” becomes “7,” giving you the 
whole number as 267-404. 


F 


4 E E : 
a 
es * 
a 


At this time in Ma Bell’s history, all exchanges were called out by name 
rather than a three-digit number. Back then, one exchange name could cover 
all the phones. 


T IP _ To use the phone, put the cursor on each number in turn 


> wo and left-click on it. 
Z 
g L 


An old man’s voice answers at the other end of the connection, letting you 
know that you have reached the Cleveland Museum of Natural History. The 


i fy Primas Official Strategy Guide 


man tells you that Professor Strauss is not in, but that a message can be left 
for Strauss. You leave a message, asking that Strauss call you. 

Now what? The sleuthing appears to be all done. Now it’s just a waiting 
game. But you don’t sit well, do you? And you have learned that, once an 
investigation seems to have hit the skids, there’s nothing to do except to 
make the rounds again. When there’s no stone left unturned, go back and 
kick some of the old ones over again. 


T IP _-~ Right-click on the mouse to bring up the supplemental list. 
Pee ae Left-click on the World Map and then left-click on Detective 
ast aly Merylo’s Office to return there. 

se 


While you’re talking to Merylo, tell him about Special Agent Winslow. Since 
you’re about as impressed with Winslow as Merylo is, he takes a shine to you. 
Unfortunately, that’s about all you have to talk about for the moment. 


T LP ~ Right-click the mouse to bring up the supplemental list. 
a ><"  Leftclick on the World Map and left-click on your office. 
2a 


When you get back to your office, there’s a note waiting for you. 
MESSAGES 


Miss Helen Strauss called to say that her father if ovt of the country For 
the next several weeks, but she would be glad to have a look at your 
artifacts herself if you would like. feel Free to call on her at the 
Cleveland Museum of Natural History. 


A skirt, huh? Well, after all the ugly mugs you've looked at today, things 
are sure looking up. Don’t just stand there grinning, you big lug. Put that 
spiffy crease back in that fedora and go see the lady. 


Chapter 2 Geta Clue, Get a Bigger Puzzle 31 


Left-click on the Message to read it. 


ae 


NO T E Change to Disk #2. 


PSJ 
EA 
n A 


Puzzling 
Encounters - 


Y, Primas Official Strategy Guide 


} 
The Professors Daughter 
Don’t know what you were expecting 
when you got here, ace, but the little 
redheaded number behind the big 
desk is a welcome sight. Kind of prim 
and proper in her skirt suit, but she 
quickly takes off her glasses and in- 
troduces you to the fire in her eyes. 
She quickly tells you that her fa- 
ther isn’t in, but she’d be more than 
happy to help you if she can. 
You figure breezing with the dame can’t hurt, and besides, it would be a 
welcome relief from talking with people who are only interested in telling you 
how to do your job and asking you why you haven't finished with it sooner. 


T IP 7 Put the cursor on Helen Strauss and left-click on her to 


y 


pie ie bring up the list of questions you can ask her. 


Ask Helen about her field of experience. Maybe she can’t help you with 
what you’re working on, but at least—perhaps—you'l find some common 
ground. ; 

She tells you that she’s a graduate intern student with hopes of running 
the museum one day. Her specialty is in Central European studies; the mu- 
seum presently has quite a display on the subject. 

Ask Helen about her father, the professor. 

According to Helen, Walter Pensky had been talking to her father about 
several artifacts he had found in one of his investigations. Pensky and the 
professor never got together, though, so neither she nor her father have seen 
any of the artifacts that Pensky was so excited about. 

Meaning what? Put it together. I can hear those two little marbles inside 
your head grinding against each other. 

If Pensky never brought the artifacts in, that means he kept them. So, did 
he stash them? Or did he take them? 


Chapter 3 Puzzling Encounters 35 


Taking them means that Pensky got out of this business with a whole 
skin, but you don’t have any proof of that yet. The man didn’t even get a 
chance to clean out his office before he left, didn’t even get the chance to 
finish his “Things To Do” list. 

And Pensky was one for hiding things, wasn’t he? He hid the Alcs in ihe 
bookcase cabinet and then hid its key in the butt of his gun. And, by the way, 
Pensky not having a gun wherever he ended up is kind of unsettling, isn’t it? 

Given that Pensky had time to hide whatever these artifacts were, where 
did he hide them? He didn’t have access to many places. In fact, the place he 
seemed to keep most of the things he was working on was his office. 

If you ask me, I think it’s time you got back to the office and gave it the old 
once-over again—this time with an eye more toward completing what you 
started earlier. 

Tell Helen that you'll be seeing her around and then T. to the office. 


= 1P —> Right-click on the mouse to bring up the one list. 
O Aa Left-click on the World Map and then left-click on your of- 
\ Se ice to return to it. 

ott fi 


c= 


The Hiding Place 
Okay, you've been through the shelves. You’ve been through the desk. You’ve 
been through the filing cabinet and through the lod bookcase cabinet. 

Where haven’t you looked? 

Jeez, still seems a little dim in here, 
doesn’t it? What’s wrong with that stu- 
pid light, anyway? Maybe you should 
crawl up there and take a closer look. 

Hey, take a gander at that dark 
spot inside the lamp. That’s not sup- 
posed to be there. Take the object out 
to see what it is. 


If i Primas Official Strategy Guide 


Climb up to the light fixture by dragging the cursor up to- 
oe ward the top of the screen. Click the rune cursor on the 
light fixture itself to retrieve the object inside. When you 
have the bag, it automatically is added to your Inventory. 
To study it, simply go to the Inventory and click on the 
objects you want to look at. Clicking on the Bag of Runes 
opens the bag to let you look at the pieces. 


Looks like an average velvet bag on the 
outside, but it’s making some interesting 
clacking noises inside. Reaching into the bag, 
you discover some folded papers. 

The papers feel old. When you open them 
up, the writing on it is confusing to you—noth- 
ing you can read. It does, however, remind you 
of the symbols on the Brotherhood of Thule flyer 
in the Finster case file, doesn’t it? 

At the top of one of the pages are the words 
pe a pe Temy NINE GIFTS TO ODIN. Maybe Pensky took 

ee 7 ices notes. But you're only guessing at that. Still, 

IRAR NARE PATE > a working hypothesis is there to give you 
something to disprove. Do that and you'll be 
closer to the answers you're looking for. 

The strangely shaped black ceramic tiles 
you find in the bag have the same symbols 


Sintec a on them. In fact, three of them are exact rep- 


licas of the symbols at the top of the flyer. 


3 pengar peo 


T IP => By left-clicking on the runes inside the bag, you'll find that 

y you can manipulate them and put them on the three-di- 
mensional pattern in their center. A little experimentation 
shows you that you can hook the three particular symbols 
together. 


Chapter 3 Puzzling Encounters 37 


When you start to move the pieces around, 
you discover some pieces have a natural at- 
traction for others. The three that are copies 
of the symbols on the flyer stick together and 
start to form a three-dimensional puzzle. 

The downside, is that, with all 24 pieces, 
there appears to be an endless combination 
of how they can fit together. You're definitely 
going to need some more information. 

The obvious place to get this would be from 
Helen Strauss. If she doesn’t have a clue, it’s 
a cinch—you don’t know anyone else who 
does. At least, you don’t know anyone else 
who would tell you. 

For now, just keep the bag and the parch- 
ment sheets as your own little secret, one of 
the growing group you're hoping to acquire. 
It’s hard to be a player in a game of high stakes 
when you don’t have anything anyone else 
wants. 

Ruling out the added mystery of the runes, 
which may or may not have anything to do with the messenger who was spread- 
ing the Brotherhood of Thule flyers out at Finster’s munitions plant, you still 
have to find George Hansen. 

It’s later in the afternoon now. Maybe old George has decided to drop in at 
his favorite watering hole for a refueling. The only way to find out is to hoof on 
over there for a peek. 


Right-click on the mouse to pull up the supplemental list. 
Left-click on the World Map and then left-click on McGinty’s 
Bar to go there. 


Primas Official Strategy Guide 
| 


Only Sad Songa to Sing 


The bar’s atmosphere hasn’t improved at all during your ide The 
bartender still wipes glasses, and the toughs haven’t gone anywhere. But 
Winslow apparently has given up his stakeout for the moment. 

And there’s a new face in McGinty’s at the back of the saloon across from 
the pay phone. Doesn’t take a trained investigator to see that this guy’s nurs- 
ing some deep problems along with that beer. Walk back to him and flash 
him your buzzer. 


When you ask a about Honen, -o 
the man owns up to being George 
Hansen. He also says that he didn’t 
know the messenger from Adam more a 
than a few weeks back. All Hansen _ 
remembers is that the man’s name is 
Louie. No last name, just Louie. 

Hansen met Louie in McG i 
The man was complaining about be 
ing down on his luck. Feeling sorry 
for the guy, Hansen volunteered to take Louie in to see Finster—maybe get 
him a job. After getting Louie to the munitions plant, no one was more sur- 
prised than Hansen when Louie launched into his Nazi- -sympathizing spiel. 
The next thing Hansen knew, he was fired. Since then, hes lost he o 
and his wife. —- 

You thank Hansen for his time and turn around. aea tHe pay et 
on the wall and seeing all the graffiti around it, make your way over to it. Your 
experience has been that it’s not un- 
usual for someone to jot downa phone 
number and then to transfer it to a 
piece of paper or a matchbook later. 

Sure enough, while you study th 
names and numbers on the wall, you 
find a listing for a LOU FIELDING. The 
number’s hard to make out, but it 
looks like CMR-259. 


Chapter 3 Puzzling Encounters 39 


T 1P ——> Drag the cursor to the top of the screen to view the name 


AZ a and number after you get close to the phone. Be aware that 
a ~ there are two sections of the phone: the upper one and the 
5 aa lower one. The lower one gives you access to the dial. 


So dial the number already. The voice at the other end of the connection 
sounds cagey and asks for a name. When you ask for Louie, youre told there’s 
no one there by that name. 


2 IP Type in any name you want at this point, but you won't 
gor get a positive response until you have uncovered the cor- 
oot rect clues and followed the logic of the story. 
=” 


Now that you have the Louie name, you've got another concrete fact on 
the messenger. Maybe another look through the mug book in Merylo’s office 
would be in order. Get the dogs a-moving because, if you’re going to swim, 
you've got to jump in. 


T 1P _» Right-click on the mouse to bring up the supplemental list. 
E Left-click on the World Map and then left-click on Merylo’s 


4 ad P 
pe oC Office to go there. 


Louie, Louie 

Detective Merylo isn’t exactly overjoyed to see you step through his doorway 
again, but at least he isn’t giving you the bum’s rush. Open up the mug book 
again and see if you can match the description of the man Finster gave you to 
the name you got from Hansen. 

Sometimes you get lucky, and sometimes you have to work hard for it. On 
page five, you find a bearded man named Louis—Louis Fischer. One of his 
known aliases is Louis Fielding. He’s had convictions for theft, racketeering, 
forgery, and writing bad checks. 

Okay, maybe the guy on the other end of the phone knows better than to 
take a call for Lou Fielding, but maybe he'll take one for Louis Fischer. Go 
back to the bar and call him again from there. 


7 Primas Official Strategy Guide 


Right-click on the mouse to bring up the supplemental list. 
Left-click on the World Map and then left-click again on 
McGinty’s Bar. 


The number (still) is CMR-259. But it’s 
no dice because the answer you receive is still 
a big fat no. 

During the time you have been gone, 
though, Hansen has been drinking steadily. 
Over the course of your short career, you have 
learned that some people have a tendency to 
remember things better after they've loosened 
up a bit—to remember some things that they 
couldn’t remember even if they were sober. 

Stop by Hansen and talk to him again. He says that he'll be talking to the 
boys later. 

Give him some time. Go back to your office and take stock of all the leads 
you have so far. 


T 1P ——> Right-click on the mouse to bring up the supplemental list. 
5 oa 
ones Left-click on the World Map and left-click on your office. 
d £ 
ga 


Skimming through everything you have, you realize it isn’t much. Unless 
you want to cough up the parchment sheets and the bag of ceramic tiles to 
Helen, you’re holding nothing. 

Not feeling exactly charitable at the moment, are you? And maybe Pensky 
trusted the professor and his daughter a little too much. That one will be 
tough to call until you’re in over your head. 

For the moment, take a run back to McGinty’s. You let some more time 
pass. Let’s see if Hansen has managed to talk to “the boys.” 

It’s important to make all the stops along the way as they're described in 
this strategy guide. You must make them in order for the game logic to work 


properly. 


Chapter 3 Puzzling Encounters 41 


T IP _» Right-click on the mouse to bring up the supplemental list. 
P 4 Left-click on the World Map and then left-click on gochey S 
x= : Bar to go there. 


RLS 
PR YS = 
ae 


Hansen is still at his table when you get there. And he’s more talkative. 
When you ask him if he’s checked around for Louie, he tells you that no one 
knows who this guy was. 

As you turn to go, Hansen calls you back and says that there’s one other 
thing that’s bothering him, but it may not make any sense. One of the guys 
heard the argument between Louie and Finster. During that argument, Louie 
kept calling himself Harold. Hansen swears that he thought the man’s name 
was Louie, not Harold. 

Time to crank the handle on the phone again. Maybe Harold is Fischer’s 
new alias that no one knows about yet. But when you dial the number and 
ask for Harold, you're told that no one is there by that name. 

You're in a tough spot—and that’s the truth. All the leads you have so far 
have petered out. You’re down to one choice, and that’s to trust pretty Helen 
Strauss and show her what you've got. 

Get moving. The clock’s ticking, and you’re not getting any younger. 


bb IF > Right-click on the mouse to bring up the supplemental list. 
DA Left-click on the World Map and hen left-click on the Mu- 
a seum of Natural History. 


Written in the Runes 


When you arrive at the museum, start slow. First show Helen the invitation 
with the 12 coats of arms on it. 


T IP __ To show Helen the invitation, right-click the mouse to bring 
3 ge up the supplemental list. Left-click on Inventory. Left-click 
a : on the Case File. Flip through the pages until you reach 


= rE ; 
Se” z the Invitation. Left-click the Use button. 


t Primas Official Strategy Guide 


She’s excited to see the invitation, but she’s puzzled at the same time. As 
you listen, she tells you that these are family crests from the Thule Society in 
Germany—not the Brotherhood of Thule, she quickly goes on. 

The Thule Society existed in Germany long before Hitler came to power. In 
fact, the group had considerable power in Germany before Hitler disbanded 
them. According to legend and stories Helen has heard, they supposedly were 
a cabal of black magicians. Their family crests belonged to a subgroup of © 
Teutonic Knights that were excommunicated by Pope Gregory IX. 

When she pulls a book off a nearby shelf and shows it to you, there’s no 
doubt. Throughout the pages, you find the 12 crests on the invitation. Beside 
each of the stricken crests is a papal seal embossed in wax. 

Henry Finster’s family crest is on the sev- 
2 » | enth page in the lower right corner. The family 
Er used to be the Sergeant at Arms for the 
c _ Knights of the Trinity. 

That starts things clicking in your mind. 
If Louie or Harold was familiar with the fam- 
ily crests, he would have seen the one on the 
wall behind Finster’s desk. He would have 
, thought that he was speaking to a kindred 
A spirit, not someone who would report him. 

Helen goes on to tell you about the stained 
glass window her father is attempting to put back together. It’s supposed to 
have all of the officers’ coats of arms on it. Supposedly, the officers’ names are 
hidden within the pattern as well. 

Okay, you're not exactly sure where this is all leading, but you still haven’t 
shown Helen everything you have. Show her the Finster stationery next. 


P IP _ To show Helen the Finster stationery, right-click on the 
7 mouse and left-click on Inventory. Left-click on Finster Sta- 


CE 
X g tionery and then left-click on Use. 


She examines it and tells you that the crest represents the involvement of 
the Finsterlau family in the outlawed knights. Ask her about the knights’ 


Chapter 3 Puzzling Encounterd 43 


crests, and youl find out that there were four rankings of the officers. One of 
these positions was the Herald, also known as the Messenger. 

Suddenly, it all clicks. Louie wasn’t telling Finster that his name was Harold; 
he was telling the munitions plant owner that he was the Herald. Louie ex- 
pected Finster to understand this. 

After she’s been this helpful, it’s hard to resist showing Helen the ae 
ment sheets and the ceramic tiles, too. Let her take a peek at the tiles. 


3 TIR => Right-click on the mouse and then left-click on Inventory. 
-Z Left-click on the Bag of Runes then left-click on Use. 


After looking at the objects, Helen says that she’s sure the tiles are runes, 
an ancient form of Germanic language. When she looks at the parchment 
sheets, she tells you that a partial transcription has already begun. She re- 
members the NINE GIFTS TO ODIN passage. The reference is to the sacrifices 
made to the god Odin. Usually, the sacrifice involved animals although there 
were occasional stories about a sacrifice of nine strong men. She says that it 
will take time to work out the rest of what is on the parchment sheets. 

Well, you must be satisfied with that. But perhaps you can work on some- 
thing of your own. Ask Helen if you can see the stained glass window her 
father is trying to piece together. 

She doesn’t hold back at all, taking you to the back of the room to the 
table where the stained glass fragments are laid out. She turns on the light, 
so that you can see it more clearly. 

The possibility that all the offic- 
ers’ names of the Thule Society are 
on the window intrigues you, as do 
the jumble of pieces. You were always 
a fair hand at putting puzzles to- 
gether, weren’t you? Well, it looks as 
though you've got your work cut out 
on this one. 

On the wall in front of you is a map 
with several notes and photographs 


Ii Prima’ Official strategy Guide 


thumbtacked to it. As you read and look at them, you realize that these pieces 
lying in front of you must have been Professor Strauss’s journey to recover 
the stained glass window. 


ik if = To view the entire wall, drag the cursor up and down and 
ei Side to.side. 


By referencing the invitation and 
the book on family crests that Helen 
showed you, you start to get an idea 
of what the stained glass window is 
supposed to look like. Four officers’ 
positions are represented by the win- 
dow; the image has to be an amalgam 
of four of the crests. 


You will find that you can left-click the mouse on the puzzle 
pieces to manipulate them. Left-clicking and holding the 
button down allows you to push the pieces more tightly 
together. This is a luxury that you cannot do without be- 
cause the working space for the puzzle on the screen is 
very tight. 


It may take you a long time to complete the puzzle, 
but you finally will be able to put the window together. 
Nowhere on the stained glass window can you 
find the names of the four families you’re look- 
ing for. When you pull back from the window, 
you notice the light above the table to the 
left. Switch it on. 


Chapter 3 Puzzling Encounters 45 


As soon as the infrared viewer is 
switched on, the four names are eas- 
ily legible. 

Landulph 

Fischterwald Muhlhaven 


Finsterlau 


You already know that the Finsterlau family was the Sergeant at Arms. 
Checking through the book you bor- 
rowed from Helen, you find that the 
other three families were assigned the 
following positions: 


Landulph—Chief Knight of 
the Trinity 


Fischterwald—Herald of 
the Order of the Trinity 


Muhlhaven—Scribe, 
Knights of the Trinity 


Now that you have the names, a quick check against those on the Black- 
list would seem to be in order. Sure enough—there’s a Joseph Muhlhaven on 
the first page, but no Landulph or Fischterwald. 

Still, chances are that Fischterwald is Louie’s real surname. C’mon, it’s 
worth the price of a phone call from McGinty’s. Tell Helen youll check back 
with her later and then leg it over to the Roaring Third. _ 


— A Left-click on the World Map and then left-click on McGinty’s 


fy Le _~ Right-click on the mouse to bring up the supplemental list. 
\ a Bar to return there. 


46 _ Primas Official Strategy Guide 


The taps are still flowing at the saloon when you arrive. Make your way 
back to the pay phone. Dial 267-259 and ask for Louie Fischterwald. 


P IP _, When you're prompted to type, 3 LOUIE FISCHTERWALD 
Za in at the phone and press 


This time the guy at the other end of the connection says sure, but Louie’s 
not there. Have you tried the Raven Room, the swanky gentlemen's club up 
on Ninth? 


Looks like you just ran Louie to the ground. Now get over to Ninth and put 
the arm on your pigeon. 


Right-click on the mouse to bring up the supplemental list. 
Left-click on the World Map and then left-click on Raven 
Room to go there. 


Death Takes 
 aHanò 


i) _ Primas Official Strategy Guide 


The Raven Room 


No one seems to be working the foyer of the Raven Room when you arri 
judging from the lavish surroundings, the club does a good business. Tt de shti 
look like the Depression ever touched ve 
this place. 

At one end of the foyer over a anal, 
table, there’s a large painting of a nude 
woman. A leather-bound book rests on 
the table beside a Tiffany lamp. 

The door to the club itself is 
locked, with Officers Entrance 
emblazoned on it. Ther 
one side of the doo 
never know; you & he I 
your way inside. 

A voice announces J theyre 
closed, but you’re thinking quickly 
now. You tell the guy that you’re look- 
ing for Fischterwald. He hesitates a 
moment and then asks you for your 
name. 


While talking to the guy over the intercom, you're given 


; two options for a response. Neither ofi them gives you pas- 
y= ae sage, but by lying to the guy and telling him Finster Sent 
Se you, he mentions that Louie may be down at the Mission. _ 


Well, I haven’t seen many times that a Fed was welcome around a joint 
like this, so lie to him. Tell him that Finster sent you and that he wanted to 
reconsider Louie’s offer. 7 

The guy says that Louie isn’t there right now. Did you try down at the 
Mission? You’re so surprised by the answer that you lose your train of thought, 
asking yourself aloud what a convicted felon would be doing ata mission. 

Immediately, the guy on the other end of the squawk box tells you to clear - 
out; it then goes silent. 


Chapter 4 DeathTakesaHand 49 


Okay, you’ve confirmed that Louie 
comes around the Raven Room, but 
what else can you find to work with? 
You have no idea when Louie will be 
back, or even if hel be back. 

Return to the table with the leather- 
bound book. It looks like some kind of 
guest or member register. Maybe itll a 
have something you can work with. 

Look, you must be on the right track. Do you see the name at the bottom 
of the letter fronting the leather-bound book? 
It’s got Joseph Muhlhaven’s John Hancock 
there—bold as life and twice as brassy. He’s 
listed as the Club Secretary—a fitting posi- 
tion for someone who’s supposed to be a 
Scribe for the Brotherhood of Thule, don’t you 
think? 

Turn the page and scan the names. None 
of them rings a bell, right? Okay, those are 
the breaks sometimes. Catch a few going your 


pa Fae 
yer 
pt esepl: Muhimiaer 
Club Secreinry 4 


way, and then there are a few more 
right behind them that don’t cut you 
no slack. 

Before you hurry and leave the 
table, take a look at the floor under- 
neath it. Do you see the piece of paper 
under one of the legs? 

Pick it up and look at it. 


a 
P: 


Er automatically is added to your Inventory. To look at it, go 
- into the Inventory and left-click on Holy Card to examine it. 

Once you have it in the Inventory, left-click on it to flip 
it over and to look at the other side. This is important! Oth- 
erwise, St. Bartholomew’s Mission won’t be added to your 
World Map. 


p IPF __.» When you left-click on the piece of paper under the table, it 


Primas Official Strategy Guide a 


It’s not a piece a paper. It looks like some a 
kind of calling card. — 

Flip it over and see what’s on the a i o 

St. Bartholomew’s Mission, huh? And the 
card even gives the address—now that’s ser- _ 
vice! Judging from the two names written — 
here, it’s an easy guess that Louie knows 
someone named Ernie down at the mission, 


Well, what do you know? Maybe Louie 
really is down at the mission. So, get it in 
gear. You know from experience that Louie is 
a guy who gets around a lot. Your next stop _ 
is St. Bartholomew’s Mission. 


Right-click on the mouse to bring up o o o list. — 
Left-click on ae World mg and then 1 left click ong 


the lobby, it’s easy to see that a lot of guys come e here when they hit the kid: 
Still, it appears clean and well rur 
A big guy with a quick smile mans ~ 
the desk. He watches you as you en- = 
ter, but doesn’t say anything. —i“‘(isw”ésC* 
It’s up to you to break the ice. — o 
Flashing your buzzer impresses him. 
When he starts to speak, you get- the 
idea that he’s a little slow. Ask him < 


what he does first to = him talking about himself, a su 
comfortable with. 
He says that he kape the fathers ean the place running, 
and keeping trouble away from the mission. When you press 
that he doesn’t see much trouble. Usually, he just plays cards. 
Now that you’ve got him talking, ask him if the mission h 
He says that business is booming lately, partly becau: 
afraid to sleep alone out in the open with the Torso Killer o anc 
partly because Eliot Ness and his men have been o down e hobo 
camps and running them of. _ 
Chit-chat time’s over. Get down to -o tacks and ask him. a A — 
The name brings a big smile to the guy’s face. He tells you that Louie — 
works at the Raven Room as a doorman. Then he looks worried and a if 


saying anything about that. 
Ask him how he knows Louie. 
According to the guy, he and o go way bak to tk 
were kids. In fact, Louie helped him get the job at the 
introduced him to Gloria DeMille, an aging pinup girl. : 
He shows you a picture of Louie and him with Gloria DeMille o / 
some other characters in the photograph as well, but before you can take ; a 
good look, the guy puts the picture back under the counter. a | 
From the way he handles the photograph, you know he won't give t up = 
willingly. You can also tell that you really want another look at it. t. Maybe | — 
there'll be an opportunity to get it later. . -o 
Helen Strauss has had some time to work on thes runes. . Why don’t you oo 
take a stroll over there to see what’s up. ~ 


TIP _» Although it’s possible to trick the do a and get be- __ 
I hind the desk now, give the story logic time to work. Things _ 

will fit together better with this Bea i to gameplay than - 

if you were to take the photograph now. -o 

To get back to the Museum of Natural EOS righi t 

click on the mouse to bring up the supplemental at 

Left-click on the World Map and hen uP dik on the n — 

seum of Natural iao 


52 Primas Official Strategy Guide 


Among the Runes 


Helen seems happy enough to see you when you return. Ask her if She 
figured out how to assemble the pieces of the runes. 

Unfortunately, she says, she hasn’t been able to do that. There are hun- 
dreds of ways they could fit together, and Helen has no idea where to begin 
until she has some kind of key. 

Helen goes on to say that she’s had more luck with the parchment sheets. 
From what she’s discovered, the runes on the sheets were arranged to make 
a phonetic message that could be read in English once they were put to- 
gether. The message on the sheets has to do with a two-part ritual. The first 
part supposedly summons the god Odin, while the second part supposedly 
gives the summoner Odin’s power. 


ih LP _~ To access Helen’s Notes, go to the FOE and left-click 
é gee on them. 


When she passes the decoded sheets over, take a look at them. 


(1) His Power Awakened 

(2) Nine gifts to Odin were there assembled 

(3) Seven messengers to the shepherds of stars 
(4) One each to bear the sacred silent cipher 
(5) To shatter heaven's sphere. 

(6) One singer to soothe the restless rolling earth 
(7) Who laments the children that she bore 

(8) That she may weep no more. 

(9) A herald to the misty haunted halls of ice 
(10) Where the Aesir slumber beyond men’s calls 
(11) To lead the gray god home. 

(12) Three vessels were there committed 

(13) The skull of an aethling, 

(14) a vizier and skald of great renown, 

(15) who had drunk from Mimir’s fountain. 

(16) A cup of ash wood 


Chapter 4 DeathTakesaHand 53 


(17) Fashioned by the Norns to hold all sorrows 
(18) Cut from the root of the world tree. 

(19) Thalia’s dark prison 

(20) Dusky, and fair as the seer’s sad visage 
(21) Surface scryed and bewitching. 

(22) Each gift to him is now devoted 

(23) Seven shimmering barriers thus are broken 
(24) The warm earth is now soft and sated 

(25) The frozen halls are lit and ringing 

(26) Speak to the skald and share his quaff 
(27) In the vessel that sprang from wisdom 
(28) Shatter the prison and release the seer 
(29) To summon the gray god to his throne 


(1) Odin’s Power Conveyed 

(2) Nine gifts to the Norns are there assembled 
(3) Seven messengers to the shepherds of stars 
(4) One each to bear the sacred silent cipher 
(5) To seal heaven's sphere. 

(6) One skald to soothe the restless rolling earth 
(7) Lest she balk beneath the new god's feet 
(8) That reek with the blood of men. 

(9) A willing bard to the misty halls of ice 
(10) Where the Aesir stir in timeless slumber 
(11) And must be consoled. 

(12) Three vessels were there committed 

(13) The skull of an aethling, 

(14) a vizier and skald of great renown 

(15) who had drunk from Mimir’s fountain. 

(16) A cup of ash wood 

(17) Cut from the root of the world tree 

(18) To hold the quaff of wisdom. 

(19) The witness pure of heart 

(20) Empty vessel to consummate the ritual 
(21) and bear the brand of Hela. 

(22) Three conveyances for the aspirant. 

(23) The heart of the homeland 


I, Primas Official Strategy Guide 


(24) Dark and dwarf delved from stony depths 
(25) To conduct him to the oracle throne. 
(26) Mimir’s counterpart 

(27) Innocent watcher that bears the brand 
(28) To alleviate the master’s pain. 

(29) Thalia’s dark prison 

(30) Dusky, and fair as the seer’s sad visage 
(31) To link her master to his vessel. 

(32) Suffer one night for each covenant 

(33) And await the bearer of the brand 

(34) Share Mimir’s quaff with his skald 

(35) Cast out the soft and sightless eye 
(36) Now the black tomb begins to beckon 
(37) Which will convey the sacred soul 

(38) Watch the witness face his doom 

(39) Thus is the gray god now usurped 

(40) And Thule is become his tomb. 


Disturbing stuff, right? I mean, all this mumbo jumbo about ritual and 
magic seems to take you right back in the direction of Pensky’s last case— 
which, as you know, is not a good place to be. Still, you’re a good detective; 
you can’t ignore certain facts just because you don’t want to deal with them. 

There are three objects, Helen relates, that are supposed to be part of the 
ritual. A wise man’s skull, a cup made of ash wood, and what she thinks is 
Phahlia’s Dark Prison. Phahlia was a seer, a muse from old Norse legends, 
she says. She then mentions that there is a book about Norse mythology on 
the shelves. 

Reading about old Norse make-believe isn’t something you want on your 
plate right now, is it? Squeezing people is more your style, and Louie 
Fischterwald is your prime candidate for the moment, isn’t he? 

Hit the bricks back to the Raven Room and see if you can catch Louie 
there—then start squeezing. : 


fh LP P Right-click on the mouse to bring up the supplemental 
gh list. Left-click on the World Map and then left-click on 


P. A the Raven Room. 
aT : 


Chapter4 DeathTakesaHand 55 


Leveraging Louie 

Louie’s waiting beside the door when 
you arrive. He gives you a once-over, 
but he doesn’t seem concerned. Of 
course, he doesn’t know you from 
Adam at the moment, but you’re 
about to change all that, aren’t you? 

Exercise your ID case and give 
both his eyes the full badge. Then drop 
the agency’s name on him and ask 
him about the invitation. 

Despite the fact that you come down on him with both barrels, Louie 
remains confident that you can’t do anything to him. He’s got aie he 
says. Guys who'll make sure you can’t touch him. gee 

For the moment, he’s right. You don’t have anything concrete on him. 
What you need is some leverage, and the only place you know you can get 
some is at the mission. Maybe the picture the mission clerk has will crack 
Louie open like an egg. Time to find out. 

Get on back to the mission. | 


T IP => Right-click on the mouse to bring up the supplemental list. 
-oZ Lefteliek on the World Map and then left-click on St. 
WEE Bartholomew’s Mission. 


ie the Picture and Run 


Arriving at the mission, you find the clerk still manning the desk. Thinking 
fast, trick him into leaving his station by telling him you’re there to pick upa 
package the mission’s fathers are supposedly holding for you. He’s only too 
eager to try to help you look for it. 

While he’s gone, slip behind the desk and look for the picture. 


T IP _-» Drag the cursor to the bottom of the screen to change the 
- AE < perspective and left-click on the spinning arrow to i be- 
neath the counter. 


Primas Official Strategy Guide 


The photograph isn’t in the metal 
cage on the left or in the wooden box 
with a pen, a comb, a knife ani an- 
other photograph. 

You hit the jackpot when you 
open the black suitcase on the right 
and go through it. The picture the 
clerk showed you earlier is at the bot- 
tom of the black suitcase under lots 
of papers and magazines. 


The secret to getting the photograph from the black suit- 
case under the counter is to shift all the papers and 
magazines from the left side of the black suitcase to the 
right by clicking on them and dragging them with the cur- 
sor. Once all the papers and magazines are on the right, 
stack them neatly, this time on the left. When you reach 
the bottom of the black suitcase, you can add 
the picture to your Inventory by clicking on it. 


Looking at the photograph, you realize 
that you don’t know anyone in the picture, 
except Louie and the mission clerk. You do 
get the feeling, though, that these guys are 
probably known by the local law in Cleveland. 

Time to see if you’ve worn out your wel- 
come at Detective Merylo’s office. 


fi IP -7 Right-click on the mouse to bring up the supplemental list. 


a ae a es Left-click on the World Map and then left-click on Detective 
ak Merylo’s Office to go there. 
aa 
` . ) . 
Louies Ex-Friendd 


When you show Merylo the picture, he thinks you’re onto something, too. The 
cast of characters includes Dutch Schultz, Lenny Coen, and Moose Malone. 
They’re the head criminals in all of Cleveland. ~ 


__ He goes on to tell you the story of how Louie stole $10,000 from 


Upon closer inspection, Merylo recognizes Fischterwald as L 


booze operations and then went into hiding. Schultz is still looking for hi 
and Louie still must be hiding out. aoe 

You hit big. You were just looking fora little lence “ae now you 
crowbar to slam old Louie with. Return to the Raves Room. This is 
you'll enjoy making. 


o Right-click on the mouse to bring the Supplemental 


Room. 


when you lean on him about the a 


T u. s To use the photo of Louie, right-click on the ı mouse to a — 
up the supplemental list. Left-click on Inventory and thean 
left-click on Ernie’s Photo and Use it. 


With all the pressure you’re putting on him, Louie caves. . But hè s — 
want to talk in the Raven Room. You can see the fear in him—sme 
ever it is that Louie’s afraid of, he’s got a bad case of the heebie-jeebies 
it. He makes it sound as though this guy can see through walls or somethin 

_ Still, Louie seems adamant about not talking at the club. Seeing that y 
have no other choice about meeting places, you agree to meet him later. 

With no evidence for an arrest warrant and no real intention of turning a 
Louie over to Dutch Schultz, you simply have to hope that he’ s at least fearful : 
enough of you to show up later that night. 


Straight Shooter or Dead Man? 


_ Louie gave you the address of an abandoned factory. You show. up Ee 
the worst. With all the weirdness in this case—and all the money apparently 
connected to it—you decided not to trust anyone; you decided to come alone. 


Ie Prima’ Official Strategy Guide 


Now, looking across the factory 
loft, you begin to question that deci- 
sion, don’t you? Well, youre in 
stew now. 

Before you go much farther, a 
shadow jumps into motion. You yell 
at it to freeze, identifying yourself and 
pulling your badge and your gun. He 
takes a shot at you, sending you duck- 
ing and scrambling for cover. 

The man shoots at you again as 
you follow him. He’s close, but no ci- 
gar. Are you up to killing a man if 
you have to? Feel the way your gut 
tightens? 

Inside the factory, you scan the 
open storage area ahead. The stairs 
look appealing, and you're certain that 
he’s already taken the high ground. 
But there’s a lot of open space to pass 
through before you reach cover again. 

Take a look to the left and spot the 
narrow passageway through stacks of 
crates. It offers some good cover. 

The way on the right, though, of- 
fers cover, too. 

Go to the right. You’ve never been 
in a tighter pickle. Hunker down be- 
hind the crate here. Do you see the 
wine bottles lying on the crate? You 
can bet that a bottle would make a 
great diversion. Pick one up and toss 
it out on the floor. 


Things happen quickly after that. 
The gunman comes boiling out of the 
shadows with blood in his eye anda 
blazing gat in his hand. It’s kill or be 
killed—so shoot straight. 


Chapter 4 Death Takes a Hand 59 


No doubt about it—going straight up the middle on this play 
is going to get you as dead as last year’s Christmas turkey. 
Either the fork to the left or the one to the right behind cover 
is a good move. You can’t hesitate once you reach either 
spot, though. If you do, the gunman will break cover and 
burn you down before you can even get a shot off. 

You also will find that you cannot retreat the same way 
you came. It’s all or nothing once you get this far. 

Blasting away with your pistol isn’t going to do much 
good either. You’ve got to make a shot that counts. 


If you take the right fork, as suggested here in the guide, __ 


simply left-click on one of the wine bottles to heave it onto 
the floor. Then target the gunman as he steps out of hid- 
ing. You have to shoot straight, true, and fast. 

Taking the left fork requires a slightly different strat- 
egy. From your vantage point here, aim at the steam pipes 
the gunman is hiding behind rather than at the gunman 
himself. When your bullets strike the pipe, it ruptures and 
spews steam. The gunman then runs into the clear. Shoot 
him as soon as you have the opportunity. — 


Primas Official Strategy Guide 


The gunman drops when the bul- 
lets strike him. Advance toward him 
cautiously. Even shot up, this bird is 
dangerous. 

But the guy is dead when you 
reach him. After kicking his pistol 
away, kneel down and search his 
clothing. The only thing of interest 
that you turn up is a Hotel Cleveland 
matchbook. Inside the matchbook someone has written,a name: Muhlhaven. 

Now there’s a moniker you’ve heard before. Another glance at the pistol 
you kicked away confirms what you thought you had already seen. The pistol 
is a Nazi-issue Mauser. You’re dealing with the big boys now! 

You walk out of the factory feeling beat. You've just killed 4 a man for the 
first time in your life. 

Before you get too far, a young boy approaches you with a box. He tells 
you a man said that you’d give him a nickel for delivering the box. Puzzled— 
wondering what the gag is—you pitch the kid a nickel and take the box. When 
you ask the kid what’s in the box, he says he doesn’t know. 

Opening the box, you find Louie 
Fischterwald’s severed head inside. 

Lunch comes up in a New York 
minute, especially when you realize 
that the gunman you just drilled in 
the factory really wasn’t the first man 
whose death is on your hands. 

There’s no doubt in your mind 
that Louie was killed because he was 
going to talk to you. Whoever mur- 
dered him has just sent you a message—they know who you are and where 
you are. 

Welcome to the big adventure. Gonna be a hell of a ride, isn’t it? 


NO ih E Change to Disk #3. 


Therelsa 
Crooked Man 


fy Primas Official Strategy Guide 


Morpheus’ J Terri ible Embrace 
From the Casebook of COI Agent James R. Pearson 


| knew | was dreaming. | don t always. But this time | did, and it 
was probably because everything was fo weird about the experience. IF | 
hadn't been involved in the case af | was, if it hadnt cropped fo many 
references to magic and ritual and sacrifices, | wouldnt have included it 
in this log at all. 

Dreams come From the unconscious, though, and I've been told that’s 
where we do ovr deepest thinking. | know | do. Things or events Ive been 
trying to make sense of kind of unknot themselves when I'm sleeping. 

fo | think Some of It was my vnconsClous trying to make s a 
everything that had happened yesterday. 

And maybe the dream came to me because of all the death. ‘The man | 
shot, and Lovie Fischterwald. Killed both of them, | guess. Maybe most Folks 
wouldn't see it that way, but | think | do even though I've tried to tell 
myself Lovie didn t have anyone to blame but himself. He was an accident 
waiting to happens always in the wrong place. 

If he hadnt died because of me, Somebody else would have seen fo it 
his head ended vp in that box. Or one like it. 

Anyway, getting back to the dream since | seem to be avoiding It, | 
dreamed that | was In my office. That wasnt fo strange, because | went 
to sleep there that morning, Couldn't keep my eyes open because | didnt 
sleep a wink during the night. 

fo | was In my office like 
normal, then | went ovt into the 
hallway. | heard a fucking Sound 
behind me, Then the hallway jest 
seemed to melt away. 

Next thing | knew, | Saw a 
door in the distance. Just a door; 
no Structure, no house, just a door. 
Then it opened and a man came 
Flying out of it. 

The man dressed in dark clothes, a frock hat and coat, | think, and 
looked thin, ruthless. He carried a cane. | could never forget that, l'm 


Chapters TherelsaCrooked)Man 63 


telling you. This guy Flew over to 
me in an eye blink, and all | could 
do was stand there watching. 
Before | could move, he pushed 
that cane to my forehead. for one 
split second, | Saw Some kind of aA 
glowing hot Insignia at the end of on. f 
it. He was fo strong | couldn't yet = _ 
away af he held that burning 
insignia to my forehead. | heard the Flesh sizzle, smelled my skin burning. 
Thunder exploded overhead. 


Special Delivery? 


A loud slam wakes you at your desk. The dream has left a chill on you, and 
for a minute, you think that maybe you're still sleeping and that things are 
going to get even worse. 

Then you blink your bleary eyes 
and look up into the scowling face of 
Detective Merylo. He demands to 
know what’s going on, wanting to 
know why the Torso Killer has started 
making personal deliveries to you. 

You’ve developed quite a bit of re- 
spect for Merylo. After seeing Louie’s 
head in the box last night, you know 
having a job like Merylo’s, where he 
constantly looks at mangled bits of bodies isn’t an easy one. And Merylo has 
been helpful. 

Maintain your relationship with Merylo and tell him what you’ve learned 
so far. After all, you don’t know anything about the Torso Killer, do you? 

Merylo strongly believes that Louie was killed by the Torso Killer. He re- 
futes the idea that the Brotherhood of Thule murdered Louie to keep him 
quiet. After all, when the rest of Louie’s body was found, it had the word 
“Nazi” carved in his chest. 


Primas Official Strategy Guide 


That throws you for a loop. You thought that you had this one all figured 
out, even with dreams about flying boogie men with burning canes. The Broth- 
erhood wouldn’t have carved “Nazi” in Louie’s chest if they wanted to gi a 
low profile. 

While you’re mulling that over, Merylo asks you about the dead man in 
the warehouse. 

Stay with the program of being truthful with the detective. You're in a new 
city fighting some powerful people. Merylo may not be inclined to cover your 
back if things get bad, but at the same time, you don’t think he’s the kind of 
guy to let you slide into the gutter without doing something about it. 

Tell him what you know. 

He tells you that the FBI has claimed jurisdiction over the murder. Youll 
have to negotiate with Special Agent Winslow for any information on the 
murder. Then Merylo takes his leave, telling you to get back to him if you 
come up with any more information on the case. 

After he’s gone, take a look at the morning paper he left behind. 


7 Left-click on the newspaper to bring it up. Once it’s there, 
you can left-click again on either of the front page stories. 
You will want to read them both. 


The lead story is about Louie’s death, de- 
scribing how the rest of his body was found. 
As you study the picture, notice the man in 
the frock coat holding the cane in the back- 
ground. Chill going through you? The bonus 
here is you get Louie’s past address. 

Then glam the second story. This one 
: =m concerns the account of Henry Borasso’s 

Geen Vintim'« Domains Pann escape from a man he believes to be the Torso 

Killer. As you read the story, Borasso’s de- 
scription of the man—including the account of his strange accent, frock 
coat and tall hat—sounds a lot like the man in your droan, doesn’t he? 
Even down to the cane. 


Chapters TherelaaCrooked) Man 65 


The story also says that the man told 
Borasso that he ran a mission. The police are 
discounting the story, but maybe you 
shouldn’t be so quick to write this one off. 

Enough speculating. Get your dogs off the 
desk and hit the bricks. The only way you’re 
going to get your man is to run him down. 
It’s time to have a meeting with Sullivan and 
see what he has to say. 


TIP | 


hains Found 
| Other Bodies Found 


3 


z- Right-click on the mouse to bring up the supplemental 
gi list. Left-click on the World Map and then left-click on 
Ps : Sullivan’s Office. cee, 


The FBI Has Sensitive Toes 


When you reach Sullivan’s office, though, you can hear that Sullivan already 
has company. The voices are loud and angry, and you have no trouble recog- 
nizing Sullivan’s and Winslow’s voices. 

Special Agent Winslow makes no bones about not wanting you on the 
case. He says that you’re too green, that you’re too much like Pensky. 

Sullivan defends you and Pensky. 

It doesn’t take you long to get a bellyful of it. It’s like you to take the bull 
by the horns. So, you barge into the office unannounced. 

Seeing you, Winslow immediately drops the conversation. He’s polite to 
you on the way out the door, maybe thinking you’re so much of a rookie that- 
you won't be able to figure out when to get mad about something. 

After he’s gone, you apologize to Sullivan, who quickly brushes the apol- 
ogy away, saying he can handle anything Winslow wants to dish out. 

Since you haven’t talked to Sullivan about the case, update him now. His 
response is positive, and he seems to be more understanding than ever before. 

Since he’s feeling so magnanimous, you decide to ask him about Pensky. 
Winslow’s comments have only made you more curious. 

Sullivan gets really angry at this point. He obviously doesn’t like Winslow 
at all. The COI chief goes on to say that Pensky stepped on some toes. The FBI 


Primas Official Strategy Guide 


in 


called in some favors, and before Pensky knew what was going on, he’d been 
packed up and shipped to a sanitarium. 

That’s all you’re getting here. It’s time to start burning shoe leather again 
and earning those big bucks. Remember the matchbook you took from the 
dead man last night? The one to Hotel Cleveland with Muhlhaven’s name 
written in it? Well, take a look at it now to confirm the address. Go follow up 
on that lead. 


T LEP p You have to register the Hotel Cleveland on the World Map 
ae now. Looking at the matchbook in the Inventory gives you 
ss access to the hotel. Once you do that, you can go there. 

Right-click on the mouse to bring up the supplemental 
list. Left-click on the World Map and then left-click on the 

Hotel Cleveland. 


Doing the Hotel Cleveland Dodge 


You can tell right away that the Hotel Cleveland is a swank place—the kind 
where dollars insulate you from the rest of the world, the kind where you can 
build your own world even, for a night or for as long as you can afford to stay. 

The desk clerk is your best bet of finding out where Muhlhaven is staying. 
Approach him and see how pliable he is. 

When you ask the desk clerk if anyone named Muhlhaven is staying there, 
he comes across as very officious. He says that a Muhlhaven—a very impor- 
tant client of the hotel—is indeed staying there. Before you can question the 
desk clerk any further, the phone rings. 

The desk clerk takes the call, as- 
suring the caller on the other end that 
a newspaper will be sent to the room 
immediately. He then calls a bellboy 
over to take the newspaper up and 
chastises him for not having the top 
button of his uniform buttoned. 

When he turns back to you, ask 
him if Muhlhaven is in. 


eres e ro 


After assuring you that Muhlhaven | is doded. in, 
that he doesn’t think Muhlhaven is presently i in his room. | 
Pump him for more information about Muhlhaven. At lea he’ 
ting you off at the knees. : 
He doesn’t seem to have a problem jens you ee that Muhlha 
larly keeps a suite of rooms at the hotel for Poem pursuits, but | 
go into what those pursuits are. 
When you ask for the room number, he puts t the brake 
firm manner. _ — 
This leaves you with two choices: you ¢ can either r attempt to : 
or threaten him. a 


__-» No matter how you approach He — 
He going to get Muhlhaven’s room number. You’ 
it through guile and subterfuge. 


Having watched the bit with the paper gives you an ide 
and spot the phone on the wall. 


the number to the hotel is written on the matchbook—GBS- 637. Dial ni and 
then, when the desk clerk answers the 
line, act like a stuffy jerk with a lot of , 
money. Tell him to get a newspaper up 
to Muhlhaven’s room pronto. : 


A Primas Official Strategy Guide 


bk L P F When you access the Hotel PEA matchbook, you have 

to turn it over to get the number off the back. Put the cursor 
on the matchbook and wait until it turns into an arrow 

pointing to either side. Then left-click on the matchbook. 

The number is easy to read: GB5-637 or 425-637. 


Jones, the desk clerk, assures you 
that the paper will be sent up. When 
you get off the phone, you watch as 
the bellboy grumbles that he’s already 
delivered the paper. Jones sends him 
on his way anyhow. — 
See, all you have 1 ow is fol- 
m aama, low the bellboy Sa is 
room, 23G. 


When you arrive at Muhlhaven’s 
room, you stand around a little while 
until the maid and the bellboy vanish 
from the hallway. Then take a look at 
the door—it’s locked solid. 

While the maid’s gone, take a look 
at her cart. Maybe she left a spare set 
of keys to all the rooms there. 


At any rate, there’s a transom 
above the door. 

Of course, getting up to that tran- 
som could be difficult. If you borrow 
the maid’s cart, youl be a lot closer, 
right? Sure you will. Move it over to 
the door. 


T LP _~ To move the cart, left-click on it. You immediately pull it 
oun across the hallway. 


Chapter 5 There Is a Crooked Man 


Climb up on the cart—careful 
now!—and try to get through the tran- 
som. Stuck, huh? Figures it wouldn't 
be that easy. Maybe it isn’t locked, 
though. Maybe you just need some- 
thing to give yourself a little leverage 
to get inside. 

Take a look at the maid’s cart again. 

There! Do you see the knife un- 
der the napkin? That’s all the help 
you need. 


ee 


A 


69 


Drag the cursor down to the bottom of the screen to focus 
on the maid’s cart. Left-clicking on the knife under the nap- 
kin adds it to your Inventory. 

This time, when you left-click on the transom, you 


automatically use the knife to force your way inside the 


hotel room. 


Take the knife and climb back up 
to the transom. With a little prodding, 
you'll manage your first breaking and 
entering while in the employ of the COI. 
(When the agency was set up, you un- 
derstood that some latitude was given 
to its agents to get their jobs done. But, 
you may have just blown that latitude 


all to bits.) Getting caught inside the room isn’t a good idea. 
And wow! Look at this room! Fit for a king! 


At least, it seems to be fit for a 
Knight of the Brotherhood of Thule. 

Enough gawking. Start tossing the 
room, and let’s see what kind of se- 
crets—if any—Muhlhaven’s hiding here. 

Go to the armoire on the left wall. 
It’s locked. If you look close, youll see 
that its keyhole has a really odd shape. 


1 l Primas Official Strategy Guide 


Nothing you can do will get you into the armoire at the moment. Go down 
to the bar—nothing there. Try the bedroom area. 


room reaches your ears. Moving 
quickly, you hide behind the drapes 
near the balcony. 

The maid lets three men into the 
room. Judging from the way they 
move, one of them is in charge while 
the other two are there to watch over 
him. The maid gets nervous and starts 
giving the guys some lip. 

One of the men starts for her, a 


When you check the vase on o 
night stand to the right of the bed, 
you see a spare room key and what- 
looks like some kind of invitation in 
the vase. Take the key. 

As soon as you're about to reach 
for the invitation in the bottom of the 


vase, the sound of keys jingling in the 


dark rage on his face. The guy in charge barks at him, calling out his name, 
Hans, in a German accent. The man backs down, but the maid has gotten the 


message. 


Evidently, knowing what he’s after, the man goes 1o ane vase where you 
were forced to leave the invitation. He takes the invitation out, but he puts 
something in the vase, too. A moment later, the maid and the three men leave. 


Letting out a sigh of relief, step 
from behind the drapes and go see 
what the man left for Muhlhaven. 

It’s a photograph of a man anda 
woman. And, if that man is 
Muhlhaven, he’s a man in a lot of 
trouble. Take the picture. Judging 
from the way the man handled the 
situation, the photograph is supposed 


Chapters TherelaaCrooked)Man 71 


to put pressure on Muhlhaven. It may be a good idea if you were in a position 
to put some pressure on Muhlhaven yourself. After all, the man who just left 
the room with his goon squad can probably get other pictures. This is the 
only one you've got. 

When you turn the photo over, you find a message. 


Here is a sample of my latest photographic essay. To receive the negative, 
meet me at the usual time and place. 


No signature, which means that Muhlhaven—if he is the man in the photo— 
is used to dealing with these people. 

You search the rest of the room, but there’s nothing else here. You now 
have another piece of a puzzle. It may not be the same puzzle you were work- 
ing on with Louie’s case, but you're willing to bet it is. 

For now, let’s dust. You’ve got Louie’s address. Let’s go see what he had at 
his place. 


T LP _ _ Right-click the mouse to bring up the supplemental list. Left- 
ge” click on the World Map and then left-click on Loute’s Loft. 
got 


g e 7 e 
Looting Louies Lair 
Louie’s place is in shambles when you 
get there. You go in with your gun 
drawn just in case there are any more 
nasty surprises. 


Whoever went through the room 
was thorough. Despite knowing that the 
chances of finding something that was 
missed are slim, you do it anyway. 

Louie used a cable drum as a 
table near the center of the room. A 
~ number of strange things rest on it. 


A board squeaks underfoot as you 
cross to the other side of the room. The 
old coal stove draws your attention. 


Ye Prima’ Official Strategy Guide 


close enough to see the pile of ashes. Left- 
whisk broom nearby to use it to clean the « 
the runes underneath. 


As you look around, you ssa noo 
tice that the walls are covered in 
weird markings, making you think of : 
the runes. 


y. 


bation: captures your attenti 

more. Doesn't it look as thot 

thing is under those ashes? Use the 

whisk broom to clear them away. __ 
Yeah, you’ve stumb 1C 

clue. Look at the runes u 

the wood here. Get your notebook 

and start copying them down. 
The cold wind blows over OU 

unexpectedly. - 


Chapters TherelsaCrookedMan 73 


From the Casebook of COI Agent James R. Pearson 


When that wind hit me, | was dreaming all over again, | mean, that’s what 
it Felt like. Only this time | was standing there with my eyes wide open. 

| turned around, Following the chopping founds behind me. Then | Saw 
him: that Skinny old man with the queer language and the Frock coat. 
Only he had the coat off at the moment because he was busy. 

He was working at a table. Chopping something vp with a big, heavy 
meat cleaver. Blood Flew in all directions, Then he turned around and 
looked at me, shaking that meat cleaver at me while he spoke. 

It was then that | saw the dismembered body on the table behind 
him. That's when | really started wondering if Detective Merylo was 
right, that maybe this queer old bird was In Fact the Torso Killer. 

He turned back around and smacked that body with another cut, and 
the thick sound of it let me know that hed cut right through bone with 
that blow. Then all of the dream faded away, leaving me standing there 
in Lovie f loft, staring down at the runes burned into the Floor. 


Okay, I don’t know what’s going on either, but pull yourself together. You 
ain’t going to be doing anybody any good if you start losing your head. Oops, 
considering the scene you just witnessed in that dream, maybe that wasn't 
the best pep talk I could have given. 

Turn your attention again to the 
runes in the floor. Don’t they look like 
some of the ones in your bag? 

Yeah, sure they do. Remember, 
Helen said something about needing 
to know what order the runes go in. 
The first three runes you fit together 
from the flyer that Louie was passing 
around at Finster’s. Maybe these will 
fit together in this pattern, too. 


T IP __-» To manipulate the runes, go to the Inventory and select 
ae the Bag of Runes. Left-click on them to put them together. 


The middle rune goes directly beneath it; the one on the left goes to a t of — 
it. Still, even with placing these runes, you have alot of runes to g before re you ao 


dresser, you. see e 
cigarette butts, : é 


The dresser’s locked, so you can’t access n 
loft. You haven’t come up completely oD bu 
swers you were looking for either. 


board? I mean, this place looks as though a c 
floor’s okay, right? 


It looks some n 
house, or eo a mill with that wheel — 
on the side of it. = a _ 


better look. 


This little house is quite a contrap- 
tion after you get the chance to study 
it. There are a lot of moving parts, but 
after considerable effort, you figure out 
its secret and find the proper sequence 
to open it. 


Chapters TherelsaCrooked Man 75 


Once you have the Lockbox in the Inventory after left-click- 
ing on it, examine it. Also, you need to be there to 
manipulate the pieces of the Lockbox puzzle to get the key 
from it. a 


1. Turn the lamp to the left of the large window clockwise. 


a fo 


Push the small window (the one on the left side) in. 
Push the chimney down. 
Slide the panel below the small window up. 


Turn the mill wheel back away from you. This causes the panel 
below and to the left of the small window to sink forward into the 
side of the house. 


Slide the panel below and to the left of the small window as far as it 
will go to the left. 


Slide the panel that had been directly below the small window back 
down to its starting position. 


Pull the chimney back up. 


9. Turn the wheel toward you. 


12. 


. Turn the lamp to the left of the large window counterclockwise one 


half turn (until it stands straight up). 
Slide the long panel below the large window to the left. 
Pivot the door to the right of the large window all the way open. 


Primas Official Strategy Guide 


13. Slide the open door to the left as far as it will go. 
14. Slide the small square panel below the large window up. 


Once you have done all this, watch how the house opens up and reveals a 
key and a ring. 


dè LP _-= To take the Lockbox Key and the Signet Ring out of the 
tae ig. Lockbox, simply left-click on them. They immediately go 
ae into the Inventory. You can then look at them. 


Left-click on the new items in the Inventory to inspect them. 


Hang onto the key because it probably goes into the dresser. And the 
ring? Take a close look at the rune-shape plastered to it. Doesn't that look 
like the same shape as the one on the armoire lock in Muhlhaven’s hotel 
room? Oh yeah, you're definitely onto something here. 

We'll go to the Hotel Cleveland later. For now, let’s give the dresser a shot. 
Cover up the hole in the floor. The more secrets in this little shindig that are 
yours, the better off you are. 

Okay, the key fits, but it doesn’t open the drawer. There must be a trick to 
it. Save the key for now. You have other fish to fry. 

Yeah, yeah, that signet ring is burning a hole in your pocket, and you’d 
love to see what Muhlhaven is hiding at the hotel room. But let’s get a proper 
view on things first. Jaunt up to Sullivan’s office and see if you can get the 
skinny on Muhlhaven and the German who came calling while Muhlhaven 
was gone. 

Information can save your butt. 


T IP => Right-click on the mouse to bring up the supplemental list. 


p 
S 
pr k 


Oe Left-click on the World Map and then left-click on Sullivan’s 
The German Spy 


Office. 
It’s hard to restrain your excitement when you get to Sullivan’s office, but give 
it a whirl. Sure, he’s warmed up to you, but he was pretty warm toward 
Pensky, too, and Pensky’s off in a nuthouse somewhere. 


Chapters TherelsaCrookedMan 77 


Ask him about Joseph Muhlhaven first. 

Sullivan appears sincerely surprised that Muhlhaven is involved in the 
mess you're digging through. Muhlhaven is an industrialist with some politi- 
cal aspirations. 

Tell him about the blackmailer. 

From your description, Sullivan tells you the German you saw in 
Muhlhaven’s room was probably Wilhelm Von Hess, a Nazi diplomat who’s 
been suspected of spying for some time. Unfortunately, he’s been able to use 
his political station to avoid deportation. If you can find something to tie him 
to, the Feds will only be too happy to run with the ball and kick Von Hess out 
of the country. 

Getting a little more risky now, you decide to show Sullivan the picture of 
Muhlhaven. 

Sullivan tells you that the picture was taken in a place called Flanagan’s, 
a notorious illegal casino and brothel. Only men with Muhlhaven’s power and 
money can afford a ticket there. Your boss is all ready to start the wheels 
turning to get Von Hess out of the country because something like Von Hess 
blackmailing Muhlhaven is all the Feds need to get to him. 

You ask him to hold back on that for now, though, to give yourself a little 
room to work with first. You’ve got to gamble if you're going to bring in the 
high stakes. 

With so much going your way and with Sullivan in your corner for the 
moment, ask him about Pensky’s last case. Tell him that you'd like to see 
Pensky’s case files. 

That request puts Sullivan off. Even after you persuade him to see your 
side of things—and Pensky’s for that matter—that the Brotherhood of Thule 
believes in the collection of mumbo jumbo, he tells you the FBI confiscated all 
of Pensky’s files. ; 

Blocked for the moment, you take your leave from Sullivan and hoof it | 
over to Flanagan’s. Since Muhlhaven wasn’t in his room earlier, maybe you 
can catch up with him there. That’s certainly less risky than going back to 
the Hotel Cleveland and possibly running into Von Hess or his goons. 


T IP __-» Right-click on the mouse to bring up the supplemental list. 


— Z Left-click on the World Map and then left-click on 
TE Flanagan’s to go there. 


gt 


I. Primas Official Strategy Guide 


Once you let yourself into the room at Flanagan’s, you discover that 
Muhlhaven isn’t there yet. 

Okay, so maybe all the good 
breaks haven't caught up with you 
yet. Light a shuck here for the mo- 
ment and try your luck with Winslow. 
After all, you received a personal in- 
vitation. 

Winslow is your only access to 
Pensky’s files, which seem more im- 
portant by the second. 


TIP- 


Right-click on the mouse to bring up the supplemental list. 


a] 
a 


ee Left-click on the World Map and then left-click on FBI Office. 


a 


Shaken, Not Stirred 


Arriving at Winslow’s office, you find the agent somewhat overly involved with 
his secretary. It looks like more than just a professional relationship to your 
old peepers. 

Winslow acts a little embarrassed to be caught with Candy, his secretary, 
and he shoos her along. When you tell him you’re there for some information, 
he tells you he hopes you’re not sore about this morning. He offers you a 
Turkish cigarette, the finest cigarettes 
he’s ever tasted. 

Ask him about the gunman in the 
warehouse. 

Winslow says that they’re still 
working on identifying the guy, but 
their opinion is that the guy was work- 
ing for the Mob. Even when you point 
out that the gun was an SS Nazi is- 


Chapter 5 There Isa Crooked Man 79 


sue, he maintains that it was a Mob hit. You also tell him about the connec- 
tion to the Brotherhood of Thule, which he totally discredits and thinks s 
of. But hell look into it for you. 

Ask him about Joseph Muhlhaven. 

Seeming somewhat hesitant, Winslow tells you that the FBI has had its 
eyes on Muhlhaven for some time. Muhlhaven is a guy who'll play both sides 
of the street if he gets the chance. He stands to make quite a bit of money if 
the United States jumps into the coming war. Winslow doesn’t believe 
Muhlhaven even comes close to being a spy, however. 

Ask him about the blackmailer, Von Hess. 

Admitting to knowledge about Von Hess, Winslow doubts that the Ger- 
man diplomat is a spy. And if he were, what would he be doing in Cleveland? 

You don’t have an answer for that yet, so ask him about the Pensky files. 

Winslow doesn’t hesitate to tell you that he has Pensky’s files in his safe. 
He’s under orders, though, to keep them there—you can’t even get a look at 
them. He goes on to say that everything in the files is utter nonsense, that 
Pensky went completely batty at the end. 

Finished with Winslow, there’s only one place you have left to go: Hotel 
Cleveland. So, get the lead out and get over there. 


T IP _» Right-click on the mouse to bring up the supplemental list. 
ee Left-click on the World Map and then left-click on Hotel 
y ; Cleveland. 


Muhlhaven still isn’t in his room when you arrive. Get out the Signet Ring 
you found at Louie’s and try to open the armoire. 


a armoire and then right-click on the mouse to bring up the 
Inventory. Left-click on the Signet Ring and then left-click 
on Use. 


Just as you’re about to open the armoire, you hear footsteps in the hall. 
You have just enough time to run and hide behind the drapes before the 
door opens. 


To use the Signet Ring on the armoire, walk over to the __ 


Primas Official Strategy Guide 


Watching from behind the drapes, 
E you see a man dressed in Nazi storm 
1 trooper black walk into the room. He 
! turns to the table at the right and be- 
gins tearing pages from a book he’s 
brought with him. 
Angry at the Nazi’s brass to pa- 
rade around so publicly in his 
uniform, you move from your hiding 
place and confront him. 
But I’m telling you now, there’s no way to be prepared for what you're 
about to see. 


Feather 
ano Fang 


Ia Primas Official Strategy Guide 


Death In SS Nazi Black 
From the Casebook of COI Agent James R. Pearson 


My God! In Muhlhaven's room in the Hotel Cleveland that night, | Felt 
as though | looked into the eyes of Death himself. 

And he was wearing my face! 

Drawn to the Figure of the Nazi storm trooper tearing pages From the 
book in Muhlhaven's room, | advanced on him. IÉ Von Hess and his goons were 
involved in all the mess | was investigating, | Figured this qoosestepper had 
to be in it up to his pointy little ears. 

So | reached ovt for him, intending to take him by surprise, i yanked 
on his Shoulder. Only when he turned around, he was me! 

Or at least he looked enough like me to be my twin. He shouted at me 
in German, offensive and cruel. But | didnt understand a word he said. 

Then a white Field settled over my vision. The next thing | knew, | 
was standing in Front of the armoire with that signet ring In my hands, 
waiting to open the doors. 

| was shaken down to the core of myself. Even the other ‘visions or 
‘walking nightmares’ or whatever it was I'd been experiencing werent as 
bad as this one. 


Settle down. Some weird stuff is 
definitely going on around here, but 
stick to the basics and keep your head. 
Too many others are losing theirs— 
just ask Merylo. 

Once you open the armoire, take 
a good look around inside. 


Over on the left, under a stack of 
bills in a money clip, is a letter. Take 
it and read it. 


Chapter6 Feather and Fang 83 


Dear Mr. Muhlhaven, 


Were all so looking forward to seeing you again next week. The girls 
just love the gifts that you brought with you last time and miss their 
Uncle Joe terribly. Kitty m particular sends her love and says that you — 
are to briny her a bear named Theodore to go with her puppy. You know 
how children are, they can be fo demanding, but she insists That you must 
have Theodore with you or she ll not let you in the house. | thovght that 
story might amuse you. Please have a safe Journey and give our best 
regards to your wonderful family. | only hope they realize how much your 
generosity means to uf here at the orphanage. 


with Deepest Regards, 
Mrs. Flanagan 


Well, it seems like old Muhlhaven is a hit with the girls at Flanagan’s. And 
anyone not knowing what Flanagan’s is wouldn’t get a wrong idea about the 
setup at all. 

But thinking about Kitty and her demand for a bear named Theodore 
makes you wonder. Suppose that’s some kind of code? You don’t know ex- 
actly what kind of business is going on down at Flanagan’s for sure. At least, 
you don’t know the parts that Sullivan didn’t fill you in on. 

Put the letter back and look at that stack of black booklets in front of it. 


A iP _-» To get the Raven Room invitations near the money and 
: letter, put the cursor on the black booklets. Left-click on 
the invitation again to open it. 


£ 
E 
F ay 
oy 


Hey, those are invitations to the Raven Room. When you open them up, 
you see that they’re blank. 


You are cordially invited to attend the gala 
premiere of the Raven Room. 
This exclusive opportunity ts extended to only 
the most prestigious members of local society. 


| Primas Official Strategy Guide 


Contemporary entertainment provided by 
Mel Fritz and His Fabulous Orchestra. 
Cocktails and hors d’oeuvres 
served until close 


Date: November 29, 1941 
Time: 8:00 P.M. 
Location: 1008 East 9th Street 


Signature 


November 29 is tonight. Better pocket one of these invitations, so that you 
can crash the party later. It’ll be interesting to see who shows. 

The right side of the armoire holds 
a camera, some letters, and girlie 
magazines on the shelf. There’s even 
a Scrumpy’s prophylactic. 

The letter on the top is from the 
Hotel Cleveland, a detailed list of 
credit purchases Muhlhaven has 
made at the bar. Looking it over, it’s 
easy to see that Muhlhaven is a man 
used to living high on the hog. 

The letter under the girlie magazines is from Muhlhaven’s wife, who’s ob- 
viously living the good life and doing nothing but loving it. 

On the lower shelf on the right, there’s a USTC Telegram addressed to 
Muhlhaven. 


PLEASED TO INFORM YOU THAT FIRST SHIPMENT LEFT ON 
MORNING CONVOY STOP SECOND SHIPMENT DUE DAY AFTER 
TOMORROW STOP AWAIT YOUR INSTRUCTIONS ON PROCEDURES FOR 
STORAGE WHILE NEXT CONVOY FORMS STOP 


RUSSELL 


Chapter 6 FeatherandFang 85 


Now that raises your eyebrows, doesn’t it? What kind of convoy are we 
talking about here? 

Okay, well at least you’ve got the invitation to use later. The raid here 
hasn’t entirely proven to be a dry run. But what you really need is more 
information. The only place you can get that is from Pensky’s files. Maybe it’s 
time to go see if Winslow’s chains can be rattled a bit more. 


T iP _--7 Right-click on the mouse to bring up the supplemental list. 
ae Left-click on the World Map and then left-click on FBI Office. 


Safecracker! 


You're in luck when you get back to Winslow’s office. He doesn’t appear to 
be around. 

As you get further into the room, however, you realize that that isn’t true 
at all. Winslow is there. From the girlish giggles and the crooning sound in 
Winslow’s voice, you figure that his 
hands are full at the moment. 

So come on, and take advantage 
of the situation. See about creeping 
into Winslow’s office while he’s other- 
wise engaged. (He’s not exactly a 
straight-up Joe, is he?) 

The first thing you notice is the pile 
of Turkish cigarette butts in the ash- 
tray on Winslow’s desk. The guy really 
puts them down, doesn’t he? 


Walk toward the grandfather 
clock to your right. A brief examina- 
tion of the books in the bookcase 
shows Winslow’s interests run from 
sports to murder novels. 

Stepping back and turning 
around, go examine the short case 
against the opposite wall where the 
globe is. | 


Primas Official Strategy Guide 


The pictures on the wall near the 
globe draw your attention. They show 
Winslow in the company of a number 
of famous people, including FDR. He 
also has signed pictures from Tommy 
Dorsey and Mickey Rooney. Not ex- 
actly the top-shelf stuff you were 
looking for, is it? 

But what about the picture of 
Winslow in the football get-up? Guy 
has an ego, doesn’t he? And look, he even 
marked down the score of the Harvard/Yale 
game of 1933. Harvard 19, Yale 6. 

There’s a framed copy of the New York 
Times to the right, showing other college 
games, but none of them is Harvard or Yale. 

Cross to the other side of the room to the 
door that leads to the adjoining room. The 


sound of Winslow and the secretary 
are definitely coming from this room. 
A world map above the filing cabi- 
nets on the left draws your attention 
for only an instant, but nothing’s there. 
The picture of the boating classic to 
your right with all the notations holds 
your attention for a moment, too. 


~ 


As you look at the picture of the pitcher 
and fruit to the right of the door, you notice 
that it doesn’t sit on the wall right for some 
reason, but it still seems to sit flush against 
the wall. 


Chapter 6 FeatherandFang 87 


To move the pitcher and fruit picture in order to reach the 
wall safe, left-click the arrow cursor on it and then left-click 
the arrow cursor on the left side of the frame to open it. 


As you attempt to square it up, you feel the way it moves—like it’s on well- 
oiled hinges. It turns out you’re right. The picture pulls out and opens like a 
door, revealing the wall safe behind it. 

And Winslow did mention that he had Pensky’s files in his safe, didn’t he? 

Okay, dust off those magic fingers of yours and see if you can crack this 
safe. Winslow doesn’t strike you as the type who’d trust himself to remember 
the number to the safe. He probably has it written down somewhere. 

And since he likes to read those murder mysteries, maybe he’d even do an 
Edgar Allan Poe move with the safe combination, putting it out in plain sight 
so he can have his little laugh whenever anyone sees the picture. It would 
make him feel that much more superior to anyone around him. 

There were lots of numbers on the pictures and newspaper from the 
armoire, weren’t there? So which one would a joker like Winslow pick? 

Well, if I were you, I’d put my money on the Harvard/Yale game. That 
seemed to be a moment of glory for Winslow, and it’s a picture he’d probably 
show most people (while he laughed inside the whole time because they didn’t 
get that he was showing them the combination to his safe). 

So try the numbers 19, 6, and then 33—the score plus the year. 


T LIP => The safe dial works like most dial locks. Turn past the first 
A number (19) to the right twice; stop on it the third time it 

X comes around. Turn past the second number (6) to the left 
ale once; stop on it the second time. Turn back to the third 


number (33) and then try the handle to open the safe door. 

To turn the dial to the right, put the arrow cursor to the 
right of the red indicator arrow on the lock. To turn the dial 
to the left, put the arrow cursor to the left of the red indica- 
tor arrow on the lock. 


Attaboy! Got it on the first try. Look in- 
side at that fat file sitting on the top shelf. 

Opening them up, you see that these are 
the Pensky files. Even the quick glance you 
give them proves promising. More than any- 
thing, you want to take the file, but you know 
you can’t. As soon as Winslow notices it’s 
missing, he’s going to come looking in your 
direction. 


The Mystery of the Black Dahlia 
Rare Artifacts Stolen 7 


(Vienna) Officials from the Habsburg Museum of Natural History in Aus- 
tria reported today the theft of several rare artifacts from the premises. 
Officials are perplexed as to how the burglar stole into the museum with- 
out tripping any alarms or alerting any of the guards. The work of a 
master thief would be expected, the curator notes, except for the fact 
that the stolen items were surrounded by several art treasures report- 
edly to be of far greater value. “The thief was clever, skilled, and bold,” 
the curator said, “but if he’d put any time into researching the treasures 
on display, he could have come away with a far greater heist.” Still, the 
curator noted, the artifacts were rare, one of a kind items that will be 
impossible to replace. “The museum suffered a great loss today.” Offi- 
cials from Nazi Germany issued a reward for any information regarding 
the theft. “Brazen theft of such icons of German culture will not be 
tolerated,” was the official declaration. 


Doctor Flees Austria 


(London) Sources within the German government strongly denied re- 
ports from Vienna that renowned Austrian philosopher Doctor Heinrich 
Eisenstadt has defected from his homeland. Doctor Eisenstadt, once a 
prominent member of Austrian aristocracy and an early supporter of 
Adolf Hitler, was reported to have grown disenchanted with the Nazi 
party since its Austrian takeover. Doctor Eisenstadt’s abrupt and unex- 
pected departure from Austria reportedly caught the SS off-guard. Our 
own government officials refused comment on the missing doctor. “Any 
comment at this time would be baseless speculation,” one spokesman 


Chapter 6 Feather and Fang 


stated. “We do not know for certain that Doctor Eisenstadt escaped his 
country’s borders, or if he did in fact do so, how he managed to suc- 
ceed.” No further comments were elicited. Doctor Eisenstadt’s current 
whereabouts and his destination remain unknown. 


Date: August 15, 1941 
To: Bill Sullivan 

From: Walter Pensky 

RE: Dahlia Investigation 


Further investigations into the subject code=named 
“Dahlia” has turned up some interesting revelations. My 
sources confirm the reports from New York that several 
SS operatives have been dispatched to the area. I've 
made contact with an informant within an organization 
that I suspect could be a Nazi front. He was able to 
supply me with some new information on the case. 
Evidently, the “Dahlia” the Nazis are trying to recover 
is not a new technology at all, but rather a mystical 
artifact reputed to have some sort of supernatural 
power. Apparently, some members of Himmler’s SS believe 
it could be the key to winning the war. I will continue 


my investigation into this matter. 
LEVEL 3 SECURITY CLEARANC 


Date: August 1, 1941 
To: Bill Sullivan 
From: Walter Pensky 
RE: Nazi Infiltration 


Preliminary investigation supports conclusion of Nazi 
infiltration in the midwest area. I believe this 
infiltration to be pervasive. Although the large numbers 
of people in the area sympathetic to the German cause 
make it hard to separate the wheat from the chaff, I 


9o Primas Official Strategy Guide 


have strong suspicions regarđing several key individuals 
in both public and private sectors». I will continue to 
devote efforts toward finding solid evidence of any 
traitorous actions amongst these individuals. I will 
make this my top priority. 

I’ve stumbled upon another interesting piece of 
information. When I last spoke to our New York offices, 
an operative there spoke of an intercepted Nazi 
transmission. The decoded message indicated their search 
for an item code-named “Dahlia.” An informant promised 
to uncover more information on the “Dahlia” for me. 
Given the large number of government contracts for 
weapons manufacturers in the region, I have every reason 
to believe that “Dahlia” is the name of some new, 
possibly experimental technology that the Nazis plan to 
steal in hopes that it will aid their war effort. I will 


be investigating this further. 
LEVEL 3 SECURITY CLEARANCE 


Date: September 19, 1941 

To: Walter Pensky 

From: William Sullivan, Cleveland Bureau Chief 
Office of Coordinator of Information 

Res; Dahlia Investigation 


The COI has reviewed your reports and has determined 
that the “Dahlia” investigation is no longer an issue of 
departmental concern. As such, you are hereby ordered to 
cease and desist immediately any inquiry into this case 
or any related matter. I should not need to remind you 
that your duty is to uncover evidence of Nazi 
infiltration and traitorous actions in the area. Any 
further insubordination shall result in immediate 
dismissal. 


Chapter 6 Feather and Fang 9I 


Walt, 


You re letting this mystical mumbo jumbo 

yet the better of yov, Frankly, | - 

am Concerned about your health. Let the 
matter drop, for God's sake. 


Yours, 
Bill | 
LEVEL 3 SECURITY CLEARANCE 


Date: October 31, 1941 
RE: Review Board Findings for Walter Pensky 


At the recommendation of the consulting psychiatrist, 
Dr. Jorgensen, this board declares that Walter Pensky be 
considered mentally incompetent, and, as such, be found 
unfit to stand before this board. Herewith are the 
board’s findings: 1) Walter Pensky shall be relieved 
immediately from all duties as an operative of the COI; 
2) Forthwith, Walter Pensky shall be confined to a 
board=appointed sanitarium; 3) The institution of his 
commitment shall be the Sunnyvale Rest Home of Shaker 
Height; 4) Walter Pensky shall be provided with board- 
appointed supervision until such a time as he is 
determined to be fit to return to society. In light of 
Dr. Jorgensen’s recommendation, this review board 
declares that all motions shall be passed forth 


immediately. ; 
LEVEL 3 SECURITY CLEARANG 


>e if. Primaa Official Strategy Guide : , : 


Date: October 20, 1941 = 
RE: Conduct Hearings for Walter Pensky ~ 


Walter Pensky is hereby given notice Pe cori f 
hearings regarding his continuing status as fed 
officer shall begin promptly on October 27, 1941, at |. 
9:00 a.m. at the federal building. A federal review | 
board shall at that time determine whether or not ur. 
Pensky shall continue to serve the United ete 4 
government in active duty. 


LEVEL 3 secun C TU CE : 


Flipping through the pages, you get somai even bellar than ra copy of : : : : oe 
the file. You find out that Walter Pensky is at the Sunnyvale Rest Home. Not > 
only will Pensky be able to tell you what’s in the but — be able to aa _ 


him questions, too. 


A leather ID case on the second shelf aes a o a: pass = e -o 
Winslow’s name. Now that may come in handy, too. As you finish writing 


down the Sunnyvale name, you hear Winslow approaching the adjoining of- _ 


fice door. Take the security pass and shove the file back into the safe. ‘You’ Te a — 


barely able to get the safe closed before Winslow comes into the room. 
Agent Winslow is at once on the defensive, wanting to know hos 


you've been waiting in his office. He’s grimly | aware that you’ ve re he: | = 


ured out what was going on in the other room. © 
You lie and tell him that you just arrived there. — 
Winslow gives you the brush off, telling you there may bea aie time to 

talk later. Having already gotten what you came for, you couldn’t agree | more. 


Once you get back to your office, it only takes you two shakes ofa dead 3 = 
lamb’s tail to run down the address for the Sunnyvale Rest Home. Excitement — 


fills you as you turn your tracks for Sunnyvale. 


vale Rest Home to go there. 


Right-click on the mouse to bring up the ee list. = - = : ; . 
Left-click on the World Map and then ae on a ~ 


The Penaky 


Interviews 


Do You Believe in Nani . 
From the Casebook of COI Agent mes F 


Sunnyvale seemed harmless enough, but | kan 
to lock Mr. Pensky away. | thought it was bes 
trouble than was necessary, fo | looked For a» 
door Into the laundry room did the trick. It w 
Mr. Pensky S room. 
The problem was, Mr. e wasnt ae — 
over him could have stopped a rampaging Viking v 
“This room is restricted, sir, she told me 
| checked nif Pockets and came up with t 
Winslow's safe. “I've got clearance.’ | Flapped i 
She wasn t happy about it, but there was 
LL be out of Your way In a minute. ' Then she h 
Mr. Pensky. o 


there. Mr. Pensky watnt a man noe colds 
look of him. Yet the FBI had found a way 

But now he looked pathetic. He sa 
by leather restraint cee arounal his 


over and let her put the pill in his mouth. Thee ie eee ma . 
gave him. Finally satisfied, the nurse left the room. 2 


Chapter7 The Pensky Interviews 


| moved closer to him, wondering how dazed his mind was going to be 
after all the drugs they were obviously keeping him on. “Mr. Pensky, Pow 
Jim Pearson. I'm with the COI.” 


ALL of a Sudden, | saw the Life come back Into him. He raela a hard 


pair of eyes on me, taking my foll measure at once. At least, that's the 
way it felt. He spat out the pill. ' The COl, you say?’ he asked 
indignantly. ` ‘Well, it’s about time.” 

| didn't know how to respond to that, so | let it pass. “Ive reason to 
believe that you were working on something that's all mixed up in my 
own investigations, | told him. “Can you tell me what it was you were 
working on? 

“Hal That's what got me into this pickle in the First place. "Mr. Pensky 
breathed out a sigh. Do You believe | In the supernatural, fon? Spirits of 
darkness and forces beyond man $ Control?” 

| answered honestly, knowing he could tell if | Lied. “No sir, l don't. It 
all seems like a bunch of Stuff ovt of pulp magazines and radio Shows.” 

“| didn't believe in them much, either. Mr. Pensky smiled, Showing me 
he wasnt too disappointed. “Everyone thinks l'm crazy. But I've seen things. 
Strange things. And if your case is at all tied up in this mess | was 
Investigating, you better be prepared.” 

"Yes, sir. 

Mr. Pensky Shook bie head sorrowfully. “You don t believe me. Some day 
You ig 

“I found these in your office, sin” | told him, Showing him the runes 
and the parchment sheets. “Professor Stravss's daughter helped to explain 
them a little bit. And I've also found some similar markings on Some papers 
belonging to a group that goes by the name of the Brotherhood of Thule. 
But | can't make heads or tails ovt of it. 

“You ever hear about a gem called the Black Dahlia? 
“Just From your case Files, sir 


“The Dahlia. That's what it’s all about, my boy. That's what it’s all about.” 


“What is this Dahlia?’ | asked. 

“It's pure evil. That's what it is. It Feeds on blood sacrifice. Many men 
have tried to uncover its secrets and gain Its Power, and many men have 
been driven mad by it. Find the Dahlia; destroy it. That's the only thing 
that will make sense of this for you. 


95 


He was fo vehement in his declaration that 
still, | pressed on, not knowing how much time 
through my Flimsy subterfuge. It was hard not | out 
possibility that | could have been found ovt at any minute. - T Mn 
why, sir, but my. instincts are telling me the Torso Killer is mixe 
of this somehow. A : 

“You Follow Your gut, fon. The Torso Killer is al the cent 
madness.” : 

“But how?” 

“How many victims has he claimed?” 

Eight. At least, that’s all we know ae 

“Oh, You must Find him qvickly then. His bloody 
sacrifice of nine men and women iF the prophecy —th 
“How can | Find him? The police have been a jet ¢ 


That's ny | was pt In here. | was getting too i 
locked me away, Id have had that man ie now. : 


conversation with a man. | couldn't just are dreaming, ir in th 
that, could |? Then his voice founded ae as A ne: were 
miles away. . 

| looked around the room, noticing the mirror on the oa ae 
Something was wrong with it. The glass started getting all wavy 
distorting the reflection. All of a Sudden, though, | was no long 
it were a reflection at all. It looked like a a different so 
other side of the glass. 

| crossed the room and looked into the mirror. Without warnin 
rune that’s on the signet ring formed on my forehead with the so 
sizzling meat. It reminded me of my First dream, when the Man w 
German accent branded me with his cane. : 

| reached out to touch the image of the rune in “the e mirror 

mirror Sucked me through it! — 


Chapter7 ThePenskyInterviews 97 


A chill ran all over me, like a cold kiss in the middle of my back, 
when | realized | was standing in swirling mists on the other side of the 
mirror. It was as if | were on another planet with nothing familiar im sight. 

| looked back through the mirror. Dn this side of the glass, the mirror 
seemed to hang in midair. But it gave me a view back into Mr. Pensky s 
room. He was still ranting, as if ld never left the room. 

“Louty bureaucrats! The doctors and nurses here arent any better. 
They feed me pills all day— when | could be ovt doing The Job. BUT They 
don't give a rat's ass about a good day's work. ALL they want is 
government money. FoR's giving handouts to everybody who sticks their 
palm in the air. 

Helplessly, | watched the doctor enter Mr. Pensky's room. The doctor 
pet his black bay on the bed and opened it. 

“Been wondering when you were goling To stop by, Doc. Its been a 
while since I've been poked and prodded. You know, | Feel like a slice of 
prime beef. You know that? What time is it? Seems like - were just 
here, $o, what you got for me now, Doc, huh?” 

The doctor pulled a meat cleaver ovt of the black bag; then he looked 
up at me. Only, when he looked at me, it wasn t the doctor who | saw. It 
was the man with the cane from my dreams. 

He glanced up at me, knowing | was trapped on the other side of that 
mirror, and he grinned. Then he went for Mr. Pensky, my best lead in this 
whole mess. 

| screamed a warning, but it was as if my voice didn t even enter 
the room. 

“Maybe more pills, Mr. Pensky said sinc not having a clve 
that any thing was wrong, not having chance to defend himself with the 
way he was tied down In that chair. “No. Maybe a shot in the ass? 

| slammed myself up against the mirror, but | Couldn't break it, and | 
couldn t go back through. 

“what's with you people?” Mr. Pensky demanded. 

The dream man lifted the meat cleaver, and Mr. Pensky had no idea 
that it was even there. | tried to Shout a warning again, but no one heard 
me, Without warning, the meat cleaver sliced down, straight for Mr. 
Pensky s head. 


(._ Primaa Official Strategy Guide 


Before it touched, a flash of white Filled my vision, and the next 
thing | knew, | was back In the room with Mr. Pensky. He was looking at 
me with concern. 

“What's happened?” Mr. Pensky asked me. — 

“It's the strangest thing. | keep having these weird, vh... | couldnt yo 
on. | shook my head. “No. It's nothing. 

“The man with the cane, "Mr. Pensky said with fad confidence. 

“How did you know? | asked. 

“Tve seen him m my dreams as well.” 

| didn't Feel all that much better when he told me. Maybe | was in af 
bad a shape as he was in. Or maybe there was no way to Stop the man 
with the cane. Neither one of those options was something | wanted to 
live with. | took a deep breath to clear my head and Then asked, “You ve 
been trovbled by dreams, too?” 

“Yes. My dreams were violated by an evil man. Mr. Pensky grimaced 
as he spoke. “He wielded a cane. He drove me to the brink of Insanity. 

“How if this possible?” 

“He who controls the Dahlia has the power to control dreams. But | 
found a way of stopping them.” 

"How? 

“There are three talismans. Sheltered by the wing of the Raven, 
protected by the fangs of the Wolf, and guided by the wisdom of the 
Dragon. The Raven feather shelters you From dreams. But if You had the 
other two items, you could Fight back against your attacker. 

The whole concept hit me like a ton of bricks. Even with the spiel | 
got to sign vP, for the COl, nobody ever talked about something this Far 
From reality. “This is too much. It’s like something ovt of The Shadow. 

“It’s your only hope,” Mr. Pensky insisted. 

“ALL right, all right. Where can | Find these.. things?” 

“You ll Find the Raven feather in my office inside my copy of The 
Crusades. But you ll need all three talismans if you with to confront your 
tormentor. The others will be more difficult to attain. You ll need to get 
close to your attacker for those. Look for the totems of the Wolf and the 
Dragon. Return here with all three, and I'll show you how to Fight back 
against your attacker. 

“All right, I'LL be back af Soon af | can get my hands on The hoodoo 
trinkets. And maybe | would if | didnt Find another solution to all these 


Chapter7 ThePenasky Interviews 99 


weird dreams. | shifted on to my next question. “In your investigation, si, 
did Your evidence ever direct you to a place called the Raven Room?” 

“Nothing solid. More a Suspicion than anything else.” 

“What did You suspect?” 

“well, that the night club was a Front For something Far more sinister. 
It wasn t long after l started putting my nose into their business that | 
was sent away here.” Mr. Pensky swallowed hard and looked down for a 
moment before looking back at me. “There are some powerful people 
behind that club. If youve investigating it, better watch your step. 

| agreed. 

Although | continved to try to talk to Mr. Pensky, he refused to talk 
to me any more, telling me that | needed to find the three talismans 
before he could help me any further. 

Having no other choice, | went back to my office, intending to check 
out Pensky's story about the Ravens wing. 


T IPF _» Right-click on the mouse to bring up the supplemental list. 
oo Left-click on the World Map and then left-click on your office. 


Re 
ee” - 
SF 


Ravens Feather 


Home, sweet office, huh? Well, don’t 
get too comfy. You’ve got things to do. 
Get over to the bookshelves and look 
for the volume of The Crusades 
Pensky was talking about. Once you 
have it, open it up. 


TIP __ Get the book by left-clicking on the shelf just to the right of 

AR the locked cabinet where Pensky kept the note from Dr. 
Strauss. Left-click again on the black, bound book with 
the title The Crusades: A Pictorial History. Left-click on 
the black Raven’s Feather inside the book to add it to your 
Inventory. 


Primas Official Strategy Guide 


There’s the feather, just like Pensky said. r look so special, does it? 
Well, you got it. That’s the first step. 

Now there’s just the Wolf’s Fang and the Wisdom of a Dragon to find: And 
youll only be protected if you figure on buying into all the hoopla a commit- 
ted, strapped-down ex-COI agent tells you. 

But he knew about the man with the cane, didn’t he? 

Your leads are slim and none—mostly none. There is, however, the key you 
found in Louie’s Loft, and it did appear to fit the locked drawer. Hit the bricks 
and get back over there. You’ve got to skull out a way to get into that drawer. 


T LP _——> Right-click on the mouse to bring up the supplemental list. 
7” Left-click on the World Map and then left-click on Louie’s Loft. 


Wolfa Fang 


Nothing seems disturbed when you get back, and no one’s lurking in the 
shadows. Let’s take a look at that drawer again. 

It takes you some time, but you're a bright boy. After a little experimenta- 
tion you figure that what Louie’s got here is a trick key and a trick lock. It 
seems that the key turns both ways real easy and that it pushes in and out. 
A little while later, you get the right combination of moves. 


Push the key into the lock. 

Turn the key left. 

Pull the key out, but not all the way out of the lock. 
Turn the key right twice. 

Push the key in. 


Turn the key back to its starting position. 


SD! GPR A 


Pull the key out. 


Chapter 7 The Penaky Interviews IOI 


Again, you’ve got to be precise in putting the cursor on the 
dresser’s key lock. Drag the cursor to the bottom of the 
screen first and then left-click it on the lock. 

Follow the combination of moves that opens the lock by 
making sure that the directional arrow on the key points 
in the direction you want it to go. 


Clever boy that Louie. Look inside 
the lock mechanism—another hiding 
place. 

And that looks like a wolf's fang 
attached to it. It’s got to be the one 
Pensky was jawing about because it’s 
covered in runes again. 

Pocket the fang and count your- 
self lucky. Persistence does indeed 
pay off. 

There’s one other loose end you have to tie up: Muhlhaven. He could be 
the breeze that knocks down the entire house of cards you've been chasing. 
Get back over to Flanagan’s and see if he’s in now. 


ae Left-click on the World Map and then left-click on 
cE” 


a a Flanagan’s to go there. 


T ITP _——> Right-click on the mouse to bring up the supplemental list. 


Making the Guest Liat 


Muhlhaven acts pretty surprised 
when you barge in on him at 
Flanagan’s. He’s not happy about be- 
ing caught with one of the little 
“orphan” girls, either. He makes loud 
noises, but when you show him the 
photograph, he folds like a bad poker 
hand buying into a pot that’s a fiver 
into next month’s rent. 


Primas Official Strategy Guide 


After he sends the dame packing, ask hin why Von Hess is blackmail- 
ing him. 
Muhlhaven reluctantly admits that the German is blackmailing him to get 


into the party at the Raven Room. Von Hess is trying to find something stolen 
from Germany. 

In the back of your mind, you start to remember those newspaper = 
pings you read in Pensky’s file. Could that somehow tie into what you’re 
working on, too? At any rate, the Raven Room is figuring into the scheme of 
things in a big way, so ask him about it. 

Muhlhaven replies that it’s simply a very popular social club. When you 
lean on him, Muhlhaven breaks like a soft-boiled egg. He says that there’s an 
inner circle at the club, one that supposedly gathers to take pride in their 
heritage, to spite Hitler. But there’s another reason, too. They want to restore 

) an old order of knights. Muhlhaven believes that they’ re going too = and 


happy about it. 


Since the Raven Room appears to be the place, ask him how to get into 
the party. 
Muhlhaven says that it’s too late and that you need a copy of the invita- 
tion. Even if he could get you that, the party is so exclusive that you also need 
a copy of the original seal on the invitation to get in. Muhlhaven doesn’t have 
access to the seal. 

Surprise him by showing him the copy of the Raven Room invitation you 


lifted from his room. He hesitates only a moment, but signs it for you. He 
repeats, however, that it won’t do you any good without the seal. 


_-» Go to the Inventory and select the Invitation. Use it on 

<“__ _Muhlhaven. 
Don’t be disappointed that you won’t be able to enter 

the Raven Room until you find the seal (and use it). 


With the signed invitation in your pocket, things are looking up—or looking 
decidedly more dangerous, depending on your perspective. Are you feeling lucky? 
Well, hoof it back to Pensky. You’ve got two of the three talismans and — 
some information that he may be able to make some sense of for you. 


Chapter a The Pensky Interviews 103- 


Right-click on the mouse to bring up the supplemental list. 
Left-click on the World Map and then left-click on Sunny- 
vale Rest Home. 


More Than One Way to Skin a Cat 
From the Casebook of COI Agent James R. Pearson 


Mr. Pensky was still strapped in his chair when | got back to the 
Sunnyvale Rest Home. He seemed more tired than he was earlier, but he 
looked at me with those alert eyes. : 

l got right to it because that's the kind of guy Mr. Pensky struck me 
as. “Do you have any idea why a Kravt named Von Hess would be fo eager 
to yet into the Raven Room? He's been putting the Sqveeze on a Thule 
member pretty bad to yet into this party there.” 

Mr. Pensky didn't hesitate with his response. “You must go there.” 

Well, I'd been kind of Figuring along those lines myself, 5 | wasn ł too 
surprised. But | still wanted to know what his thinking was. ‘What for?” 

His heavy sigh told me I'd disappointed him, making him explain things 
that | should have already known. “The Nazis have been in pursuit of the 
Dahlia for some time now. If Hitler were to yet his hands on the yem, l 
Mean, who knows what kind of suffering the world would see?” 

Even Though | still wate t sure how much of his Story | was buying into, 

| felt the weight of his words standing there m that small room. A lot of 
= were at stake—maybe more than | could imagine. “There's only 
one Problem,” | told him. “The party's by invitation only. And all the 
invitations have this seal From this old order of knights.” 

The Followers of Landulph, Mr. Pensky said. 

“Yes, that’s right. The invitation if no good without the seal.” 

“lye seen documents on display at the Museum of Natural History with 
that very same seal.” A brief grin lighted his worn face. Ill bet Miss 
Strauss would be willing to help You ovt. 

| couldn't help but smile back at him, responding to the warmth in his 
expression. When he didn t feel like the whole world was against him, Mr. 


I. Primas Official Strategy Guide 


Pensky was probably a Joe who knew how to enjoy life. “ALL right. lf | 

cant wrangle an invitation ovt of Someone, IIL make y Own. 
| said my good- byes and left him there, Feeling an Increasing excitement. 
But maybe it wasn t excitement at all. Looking back on it now, with the 
way things worked out, maybe | was just Feeling an Increased visceral 
Fear. | Couldn't tell You now, 

When | headed back to the Museum of Natural History, | was Feeling 
pretty good about things. | just didn't know how bad it was going to get. 
Or what it was goling to cost. 

But then, | guess none of uf really do. 


Right-click on the mouse to bring up the supplemental list. 
Left-click on the World Map and then left-click on the Mu- 
À seum of Natural History to go there. You will notice that it 
» a now pops up in your map. -o 


Impressions 


At the museum, Helen has no trouble knowing exactly which seal you’re look- 
ing for. But standing there holding it in your hands in front of the glass 
display case, you’re sure that this isn’t the one you need, Helen says it prob- 
ably just needs adjusting. 

When you Sake Helen if she knows 
how to adjust it, she says that she 
doesn’t know. She tells you to hurry; 


time, and she'll be in a lot of trouble— 
this leaves the problem in your hands. 
Scan the paper in the center of 
the display case first. As soon as you 
reach for it, you feel another dream 
coming over you. 
You're standing on the misty plain again, but there’s a tree in front of you. 
Things hang from the tree branches. When you get closer, you see that = 
objects are bodies—all of them suspended by ropes. 


the security guard willbe alongat any 


Chapter 7 The Penaky Interviews IO 5 


One of them is Helen. She opens her eyes, 
looks at you, and then says your name. 

Snap to—the lady’s talking to you. See? 
Everything’s jake. You're back in the museum, 
and nothing bad is going on. Now focus your 
attention on that lousy seal again, and figure 
out how to make it right. First thing you want 
to do is strip off the cover. 


T IF _ To strip off the Seal’s cover, simply left-click on it. Notice 
OO: that there are five color-coded rings on the Seal. For your 

a convenience, start at the back of the seal and number that 
go ring as 1, followed by 2, 3, 4, and 5, with 5 as the ring 


nearest the end of the Seal. 

Be sure to watch which way you drag the arrow cursor 
on the Seal as well as which way you’re supposed to be 
turning the rings. 

If you move the incorrect ring—or move the right ring in 
the incorrect direction—simply click at the bottom of the 
screen to start over. Then left-click on the Seal in the dis- 
play case again. 


Yeah, it’s a job all right. But after 
you’ve fooled around with it for a 
while, youe got it figured out okay. 
You have to move each one of the five 
rings in the right direction and in the 
proper order to change the seal face. 
Turn each ring until you hear a dis- 
tinctive click. 

What you’re trying to achieve is to 
drop the darker colored seal to the 
bottom to replace the silver one. 


% Turn Ring 4 to the right; the lower right quadrant of the seal 
sinks in. 


WM Primas Official Strategy Guide 


% Turn Ring 1 to the right; the lower right quadrant of the seal is 
exchanged for the darker colored seal you want. 


% Turn Ring 5 to the right; the lower left quadrant of the seal 
sinksin. 


% Turn Ring 1 to the right; the lower left quadrant of the seal is 
exchanged for the dark colored seal you want. 


* Turn Ring 2 to the right; the upper left quadrant of the seal 
sinksin. 


% Turn Ring 1 to the right; the upper left quadrant of the seal is 
exchanged for the dark colored seal you want. 


% Turn Ring 3 to the right; the upper right quadrant of i seal 
sinks in. ~ 


% Turn Ring 5 to the left; the lower left quadrant of the wert pops 
back out flush with the bottom of the seal. 


% Turn Ring 1 to the right; the upper right quadrant of the seal 
shifts to the lower right quadrant of the seal, remaining silver. 


% Turn Ring 2 to the left; the upper left quadrant of the seal pops 
back out flush with the bottom of the seal. 


% Turn Ring 3 to the left; the upper right quadrant of the seal pops 
back out flush with the bottom of the seal. 


% Turn Ring 1 to the left; the lower right quadrant of the seal is now 
exchanged for the dark colored seal you want. 


% Turn Ring 4 to the left; the lower right quadrant of the seal pops 
back out flush with the bottom of the seal. 


Once you have the right seal in place, Helen stamps your invitation in 
nothing flat. Signed, sealed, and delivered. 
It’s time to party and to see if you can shake up the Raven Room’s roost. 


NO At E Change to Disk #4. 


Party Crashing 
the Raven Room 


l, _ Primas Official Strategy Guide 


Down Among the Fi lthy Rich 


The party’s already started by the time you get to the Raven Room. Tt looks « — 
if nobody was holding their breath...until you got there. : 

Milling around in the crowd, you realize you’re rubbing sca ith the 
city’s elite and powerful. Makes you feel kind of small in your rented tux, — 
doesn’t it? Well, don’t let it bother you. You're not here to soak up the a — 
sphere or impress anyone. — 

As you wander around, you spot Agent Winalow i in ihe company | — Eliot — 
Ness and two good-looking women. But look over there. There's s a 
and Von Hess. ~ . 

So what do you do? If you go over and cause a anuk, Von Hess will wonder | 
where you got your information. His first conclusion will be Muhlhaven. 

But maybe, if you lean on Von Hess and drop Muhlhaven’ s name, you a a 
may take some of the pressure off of the industrialist. After all, Von Hess haa 
already gotten into the party. It seems as though there’ s nie to lose = -~ 
everything to gain. — 

You address Von Hess, telling him you know the score. He already knows 
who you are because Muhlhaven has told him about your visit. — 

Good. This gets all the cards out on the table. After he dismisses Muhihaven, — 
you get in his face and talk tough with him. Still, Von Hess keeps his head. — 
He tries to get along with you, telling you that he’s just trying to get back = 
some items that have been stolen. He says that the o at the a — 
happened because they were after Louie’s key. —- 

He takes out a key that resembles a Maltese cross, saying o the w 

he’s looking for looks a lot like this _ 

a ae = one. He scans your face, trying to read / 
it to find out if you’ve seen the key. | 

Before anything further can be — 
said, Agent Winslow comes over to the __ 
table and drags you away, telling you | — | ' 
he wants you to meet Eliot Ness. At 
Winslow’s table, he introduces you to 
Ness and the women they're with. __ 

While you're occupied with 
Winslow, Von Hess makes his move and streaks to the club’s Pa: S You o 
saw that, didn’t you? -S 


Chapter 8 Party Crashing the Raven Room 109 


Finished with the introductions, Winslow pulls out a chair and offers you 
a Seat. a 

You don’t have time to sit this one out. There’s a burning feeling in the pit 
of your gut that Von Hess is going to cover something up that he’s afraid that 
youll see. 

Give Winslow the slip and take off 
after Von Hess. 

A doorman guards the private en- 
trance to the backroom. Your 
conversation with him assures you 
that you’re not getting in. It’s a pri- 
vate party, and no one is in the room 
yet, the doorman says. 


You try getting tough with him, 
but he’s no weak sister. He doesn’t 
back down at all. 

Okay, so you know you need to 
get in the room—but how? 

Peel your peepers to the left. It 
looks as though there’s a screen over 
there behind the table. 


Hey, it is a screen. And look at the 
lazy Susan built into the wall for the 
wait staffs convenience. From the way 
it’s situated, you have to wonder if the 
lazy Susan connects to the back room, 
too. Reach out and give it a spin. 

Oh yeah, the lazy Susan does open 
up into the private room. But what 
good is that going to do you? 


T 1P =————> To give the lazy Susan a spin to see that it opens up into 
the back room, left-click on it. 


IIO Primas Official Strategy Guide 


You want to put the nearby tray of glassware onto the lazy Susan and give 
it a spin, so that the glasses fall off and break in the private room. (You do 
have a mean streak in you—I like that in a guy.) So, get those glasses on there 
already. 


T m _f Left-click on the glassware to put it onto the lazy Susan 
and then left-click on the lazy Susan to spin it around. 


Good idea, but no dice. They’re too 
well-balanced. Of course, if you had 
something to unbalance them, you’d 
be hitting on all cylinders. 

Go back through the screen and 
see if you can borrow one of the soup 
bowls from the empty table you 
passed. 

Yeah, this little dish should do the 
job just fine. Now, go back to the lazy Susan and put the dish on it. Stack the 
glassware on top of the dish and give the lazy Susan a whirl. 


E IP Ff Get the dish by left-clicking on it. The dish automatically 


a gees goes into your Inventory. Use the dish on the lazy Susan 
"a : from your Inventory and then left-click the glassware onto 
= the lazy Susan 


= 


Now that’s a lot of noise! And it looks like you’re going to get all the audi- 
ence you could have ever wanted. 

The doorman and Winslow go through the door with a group of men. They 
catch Von Hess in the room and take him into custody. Winslow starts mak- 
ing jurisdictional noises, but everyone agrees to sort it out downtown. 

You’ve already managed to snag a flashlight from one of the shelves in the 
wait station. When the action dies down, you clamber into the room going 
through the lazy Susan. 


Chapter 8 Party Crashing the Raven Room 111 


Heres Blood in Your Eye 


The room is dark now, but the flashlight cuts through the darkness okay. 
Turn to your left and shine the flashlight around until you find the light pull 
cord hanging over the big table. Give it a yank and turn the lights on. 


To turn on the lights in the room, left-click on the dangling 
7 pull cord with the arrow cursor. 


Now that’s a big table. There’s 
room for 12 people to sit around it 
comfortably. Notice the runes carved 
into the tabletop? That definitely 
proves you're in the right place. 


Crouch down more closely to the 
table and look at the rune signs. I 
could be wrong, but they look like they 
open up to me. 

Oh yeah, look at the bottom rune. 
That’s the same symbol that’s on the 
Signet Ring. And look, they open right 
up when you try them. 


T 1P _» The easiest way to make your way around the table is to 
Ss use the cursor. Follow the directional arrow to the left or to 


t =. ee 
X the right. 
5 po ! 


I2 e Primas Official Strategy Guide 


Well, at least you can open up 11 
of them. Apparently, you can’t open the one 
with the sideways hourglass rune on it. 

Inside each panel is a small plate 
with some kind of motto. Starting at the black 
dragon panel that you can’t open and moving 
clockwise around the table, = read the fol- 
lowing mottoes: 


% Transcend Joy 


% All Men Together 


% Compassion is not Apathy 
% Stagnation Resists no Challenge 
% Nurture by Valor 


% True Heritage Merits Strife 


% Constancy is its own Reward 


* Hardship is my Birthright 

% Of Intrepid Ancestry 

% Excess Breeds Complacency 
% Courage is my Mettle 


Jeez, all you need now is a fortune cookie, and you've read the philosophy 


of all ages. Shelve that for a moment, and take a look at the brassdiskinthe —— — 


center of the table. There’s another motto engraved on it: Po) oma GIFT TO HIM 
IS NOW DEVOTED. 

That has a familiar ring to it, doesn’t it? Well, i o Check out the 
parchment paper information that Helen Strauss translated for you. 

Yeah, it’s there all right. Look down at line 22 on the first page: Each Gift 
To Him Is Now Devoted. 

Helen translated that from the runes on the parchment, which means the 
original parchment sheets should have that same line on it. Take a look. 


Chapter 8 Party Crashing t l 


There! Do you see it? Read off that line oS runes. as 1 
the panels, did you notice that it looked as though one rut 
another? Well, they were. 

And it seems as though these runes are waited | u 
tion of these runes in this particular order means somett 
worth a try. 

Look at the table again, and let’s reopen the panel 
that doesn’t open as a Starting point and number it 
around the table and open the panels in the following 


% 6 
3 
% Iil 
% 12 
% 9 
& 4 
© 5 
% fi 
* 2 
%*% 3 
% 10 
> | 


realize that the blood is disse from your eye. You 1 try n 
blood all over your hands. 


1 Primas Official Strategy Guide 


Then—in an instant—all the blood disappears. It was another dream. Ap- 
parently, the Raven’s feather isn’t doing its job. 

Grab the book and run because you know that old man with the cane is 
gunning for you. 

Outside, Winslow is arguing with Merylo over who has jurisdiction over Von 
Hess. You don’t have time to get involved in that dispute now, and you cer- 
tainly don’t want to risk getting caught with the book you've just recovered. 

With your heart hammering inside your chest, you hotfoot it to Sunnyvale 
Rest Home. If anyone can make sense of what you've just been through, it'll 
be Pensky. 


Gone Missing! 
From the Casebook of COI Agent James R. Pearson 


My heart hadn't settled back close to anything normal by the time | 
reached the rest home. Luckily, nobody tried to stop me as | headed for 
Mr. Pensky's room, 

But things had happened there anyway. | threw open the door and 
looked for him, but he was gone. As | stood there, not believing what | 
was seeing, the nurse whod been attending Mr. Pensky earlier walked in 
behind me. 

Then she looked at me like she'd never seen me before in her Life. 

“Wheres Mr. Pensky?” | asked. 

‘Tra sorry, who is it that you're looking for?” 

“Mr. Pensky.” 

‘Im sorry, there's no one named Pensky here.” 

“But he was just in here yesterday. You were there. | saw yov.. 

The nurse shot me a doubtful look. “You must be mistaken, Sir. This room 
has been unoccupied for Some time. Ave you sure You have the right place?” 

“That's impossible! He was just here! | saw him!” | whirled around to 
point at the spot where Pensky had sat strapped into that chair. And for a 
moment, | Saw him looking back up at me. 

Without warning, he started melting, changing. And when | looked 
again, it wasnt Pensky sitting in that chair at all. It was the old man 
with the cane and the German accent. He lavyhed at me, like hed just 
pulled one of the best jokes of all. 


Chapter 8 Party Crashing the Raven Room II 5 


And maybe he had. My guts turned cold like they were Charai 
ice Cubes. 

“Sire 

| Finally realized the nurse was calling for me from behind. 

“Sir. Are yov all right, sir, You seem a little Flushed? Perhaps | can a 
something to calm your nerves. 

| had trouble Finding my voice, but | Finally did. “No, | told her. “No 
thanks. I'll be just fine. No way was | going to let anyone in that place 
put anything Into me. 

Somebody got to Mr. Pensky. That much was obvious. But who? Was it 
Someone | bumped into and inadvertently led them here, to Mr. Pensky? 

Or was it one of Mr. Pensky s old sins reaching ovt For him? 

And that didnt really matter to me, because | was carting around a 
load of the same sins Mr. Pensky had taken on. Whoever got to him was 
going to be coming after me. Seeing that old man sitting In that chair 
laughing at me Convinced me of that. 

But | had some things going for me, Too. | had the Raven $ wing and the 
Wolfs fang, and the book Id gotten From the black dragon at the Raven 
Room. They were the talismans Mr. Pensky had warned me to get. 

| had Something else going for me, too. | knew they were coming; I'd 
be ready, and | wasn't strapped in a chair and being force-fed divas to 
keep me wiped ovt of my mind. 

It was hard fo say which was more scary, though. Thinking those 
people were actually ost there waiting to try to take me, or thinking 
that maybe all of this was one big nightmare that | couldnt escape. 

I've always considered my mind to be one of the strongest things 
about me. But the old man with the cane had shown me how it Could be 
used against me. 

While the nurse stood there watching me, lying throvgh her teeth, | 
Showed myself to the door and got the hell ovt of there. 


Muroer Written 
in the Stara 


aif i Primas Official Strategy 


Madame Cassandra 
When you get back to the office the next : 
hell. You passed the night sleeplessly, all tw 
happened to Pensky. Someone had gotten to 
You have more questions now than when 
you’ve gotten further along than he did, ri 
the way, judging from the way things went : 
board some. : 
As you take your seat behind the dock 
morning’s mail on the blotter. The name Cz 
a minute, but then you remember the nal 
found in Pensky’s drawer. = 
Opening the letter, yon discover a short 


Madame Cassandra 
130 Memphis Avenve 
Cleveland, Ohio 


Dear Mr. Pearson, 


Walter Pensky has asked me to Co 
importance. He believes that you” 
able to provide you with assistance | 
my home as qvickly as "possible, l await yov 


Cassandra Rollins 


Intriguing, huh? Well, don’t wait for gras 

A maid takes you through the old Victorie 
Cassandra sitting on a couch wrapped up in 
can address her, she begins to speak to eT 
been branded. ; 

Once she breaks her monologue—and you can 
introduce yourself. 


Chapter 9 Murder Written in the Stara 119 


She stops the swami act at once. 
After you ask her about the letter, she 
tells you she wrote it at Pensky’s in- 
sistence. 

Okay, sleuth, time to get back to 
the case. Ask her about Pensky. 

She tells you that she wrote the 
letter in response to a letter she had 
just received from Pensky. He was 
concerned about you, and he also said 
that he would be out of touch for some time. 

You can’t help but wonder how far “out of touch.” If Pensky simply had 
managed to escape the nursing home, the nurse wouldn’t have been in on the 
cover-up there, would she? 

Assuming that Pensky did in fact contact Madame Sy tell her 
about your nightmares. 

More concerned now, Cassandra tells you that the book, feather, and fang 
are only temporary devices against the nightmares. She says that she’s the 
one who taught Pensky about these objects. She goes on to say that your 
aura is branded and that she has some psychic ability. 

Her explanation becomes convoluted, but she tells you that you must find 
a way to track down the man who’s been attacking you in your dreams. She 
offers to put you into a trance. 

Even though you may not believe everything she’s told you, allow her to put 
you into a trance. She pulls out a gold locket and begins to put you under. 


Dreamworld Guardian 


In a couple breaths, you’re standing before the door you saw the Torso Killer- 
attack you from earlier. Dark clouds and impossible sights surround you. _ 
As you approach the door, a winged gargoyle above the door holds a skeletal 
finger to its mouth and silences you. But you open the door anyway. The 
surroundings change again, morphing into a room that traps you inside it. 
Between two torches hung on the wall in front of you is a door. Go through 
it and you find yourself in what appears to be another world. As you turn 


places 6 some magical means. The torches 
back the way you came. 


arrive in your office. 
Turn right and left 
hot point). 


Merylo’ s office. 
In Merylo’s office, ‘tum 
Point (you'll hear water sou 


Chapter 9 Murder Written in the Stara 1 17 


Voices sound around you. 

Turn to the right, focusing on the 
voices. Keep moving around till you 
isolate each of the voices. A nightmare 
version of Detective Merylo’s office 
comes first. 

“The Sun loves the Bird, but only 
when she’s alone.” 


“The Fish are creatures of the 
Moon, hanen she avoids their com- 
pany.” 

“The Crown and the Bird sit on 
his right and left.” 

“When the Bird is away from the 
Sun, she’s with the Moon.” 


The second place is a nightmare 
version of Winslow’s office. 

“The Serpent will chase the Comet’s 
tail, if not chased itself by the Star.” 

“The Keys are Creatures of the Sun.” 

“The Serpent rises after the Sun, 
and sets after the Moon.” 


“The Bird and the Fish are the 
base of All.” 


These cryptic messages are found 
in the nightmare version of Sullivan’s 
office: 

“If West is the Right and East is 
the Left, You know on which side the _ 
Sun will rise and on which the Moon 
will set.” 

“A lonely Fish loves the Crown, though a lonely Crown io the Key.” 
“The Star follows the Key.” 


Primas Official Strategy Guide 


In the nightmare version of your 
office you find: 

“The Comet is seen after the Moon 
has risen.” 

“The Key follows the Shield when 
the Moon is far away.” 

“No Twin can stand its Sibling.” 

“By day the Shield surrounds it- 
self with the Sun and the Key; by night 
he prefers the Moon and the Fish.” 

Follow the offices back to the door that let you in. Approach the next door 
in front of you with all the symbols. The door is locked. 

But, after listening to the clues 
you picked up from the whispered 
voices around you, it’s only a matter 
of moments before you're able to piece 
together the order the stones go into 
the door slots. The left side of the door 
represents the day; the right side rep- 
resents night. The stones go in the 
door slots in the following order (from 
top to bottom): 


Day Night 
8. Crown 9. Bird 
1. Key 10. Moon 
6.Serpent 11. Shield 
5. Star 12. Fish 
4. Key 13. Serpent 
3. Shield... 14. Comet 
2.Sun 15. Crown 


1. Bird 16. Fish 


Chapter9 Murder Written in the Stars 123 


As soon as you get the door open, bright lightning crackles in the 
entranceway. A monster wind sucks you through the doorway. And when you 
come to a stop, you know you’re not on Earth anymore. 

Two spinning crystal spheres hang before you in the starry blackness of 
space. Both spheres have symbols on them. The symbol on the glowing pale 
purple one on the lower right is, obviously, a crescent moon. You have no 
idea what the other one is, however. 

With a little experimentation, you 
find that you can jump from sphere 
to sphere. As you jump, more spheres 
appear before you. In a short time, you 
discover that you can reach eight 
spheres; however, the ninth one—a 
huge silver sphere—remains beyond 
your reach. 

Being unable to reach the ninth 
sphere frustrates you, and you get the feeling that this sphere is something 
important. Something this hidden must have an important meaning. You 
concentrate on Cassandra, trying to get back to her. 


TLP Pr To get out of the sphere puzzle, simply hit your (Esc) key 


Se once. Don’t worry about this part of the mystery for now. 
1 F We’ll come back when we have all the necessary clues 
gh in hand. 


When you open your eyes, you’re back in Madame Cassandra’s home. Her 
hand is on your shoulder to steady you. Excited by your discovery, you ask 
her about the crystal spheres. 

She seems as puzzled as you are, but she says that there must be a pat- 
tern to them. In astrology, connections are always made through patterns. 
Find the pattern, she assures you, and you'll find a way to get closer to the 
killer you’re searching for. She offers you a book on astrology. 

Looking through it, you find a quick summary on the subject and tables 
for the sun, for the moon, and for the planets in the solar system. You make 
notes of this information in your notebook, not knowing for sure what you're 
going to make of the numbers and symbols you found. 


124 Primas Official Strategy Guide 


To copy the necessary information from the Astrology 


Book, turn the first page and then left-click on the page 4 


with the chart listings. You will need to have this | int 
notebook later. 


As you make your list, stick to the eight spinning spheres you actually 
saw rather than recording information on all of the planets. = 


Color 
Brown 
Black 
Blue 
Red 
Gold 
Green 
Purple 


Silver 


TIP 


AG 


Symbol “Planet” Number 


Earth 4 
Saturn iS 
Jupiter 34 
Mars 65 
Sun 111 


Venus 175 
Mercury 260 
Moon 369 


oe Ore 


The table that Pearson noted in his notebook is a definite 
clue and is exactly the kind of information you should look 
for. You may notice that not all of the planets listed in the 
astrology book come into play. 


If you didn’t notice this in your initial gameplay, you _ 
may want to put the book down for a while and see if you — 
can’t figure out the pattern and where to get it on your _ 


own. It’s okay if you don’t want to do this. The information 
is provided later in this chapter. 


As helpful as Cassandra may be, you have to rake up some more ques- 
tions and answers elsewhere. For the moment, you’ve followed this line of 


inquiry to its end. 


Chapter9 Murder Written in the Stars 125 


Take a quick trip back to Sullivan’s office. It’s time that m a the 
boss up to speed on these new developments. 


T LP __» Right-click on the mouse to bring up the supplemental list. 
<“ Left-click on the World Map, and then left-click on 


Ae 
oe £ Sullivan’s Office. 


Case File: Torso Killer 


When you arrive at Sullivan’s office, your first question should be what hap- 
pened to Von Hess. Your instincts tell you that the man is eyeball-deep in 
whatever is going on. -7 

Sullivan isn’t too happy telling you that Winslow has Von Hess. The FBI is 
holding all the cards as far as the German is concerned. Sullivan feels that, at 
the very least, Von Hess is due to be deported. 

You feel kind of nervous about mentioning the link between the Brother- 
hood of Thule and the Torso Killings, but you must. All your instincts and 
every clue you have turned up indicate that the two are part of a larger scheme. 
And, what if the Torso Killings are part of some sacrificial offering? 

Despite Sullivan’s misgivings, you make your case, tying the Brotherhood, 
the Torso Killings, the Nazis, and the Dahlia together. He gives you permis- 
sion to exercise some latitude in the case and tells you to follow up your 
hunches with Merylo and Winslow to find more solid evidence. 


NOT TH If you fail to tell Sullivan your thoughts about the Brother- 
A T Pay hood of Thule and try to tie the case to the Torso Killings, 
i } he wont agree to let you talk to the police. Without his 
permission, Detective Merylo’s Office won’t appear on the 
World Map. 


Sullivan also warns you that he wants things handled with more finesse 
than what was exhibited at the Raven Room, letting you know that he is fully 
aware of who got Von Hess caught with his hand in the cookie jar. 

Chastised but excited, you decide to follow up with Merylo first. The tough 
cop will be more open with you than Winslow. The FBI is geared for grand- 
standing, not cooperative investigation. 


To check whether you h 
Evidence Tracking Log and ther 
If it does not appear there, get the ca 
up Santini’s address until the destinatic 
the World Map. 


Chapter 9 Murder Written in the Stara 127 


The bloody newspapers pique your inter- 
est, don’t they? But they’re from different 
cities, and they have different dates. Yet, you 
can’t help but feel there’s something definite 
here—something that’s right at your finger- 
tips. That feeling grows even stronger when 
you see that the newspaper discovered un- 
der Louie’s corpse has been impounded by 
the FBI. 


T A z Left-clicking on the first listed newspaper puts you into a 
PE conversation with Merylo. The big detective says that he 


a £ feels certain that the Torso Killer has left clues behind de- 
"a i liberately to taunt police, but no one has discovered the 
pattern yet. 


You briefly discuss the Santini murder with Merylo. The big detective points 
out that Santini and Louie the Fish were the only two victims identified. At 
first, given Santini’s criminal history of street hustling and petty theft, his 
death was thought to be some act of revenge. When other Torso victims began 
to pile up, however, that idea was quickly discarded. 


2 IP o To discuss the Santini murder with Merylo, left-click once 
PA on the circled area of the third page of the victim report. 


> 


As you go down the evidence re- 
port list, the pictures of the crime sites 
catch your attention. Several bodies 
were found near sewer outlets. When 
you ask Merylo if any of the crime sites 
bear further investigation, he tells you 
about the canals along Kingsbury 
Run; a number of sewers connect to 
that area. 


ge ae 


I Primas Official Strategy Guide 


To prompt Merylo to talk about Kanbur Run, simply A 
click on Item 4. 

As you go through the pictures, you discover that n 
#’s 2, 4, 5, 6, and 7 were found around areas that could be — 
accessed through the sewers along Kingsbury Run. This 
area bears further investigation, and after you speak with 
Merylo about it, you are able to go to Kingsbury Run. 

You must, however, talk to Merylo about the area to 
have it placed on the World Map. 


You also discuss the newspaper evidence that the FBI has impounded 
and the fact that the rest of Louie’s body hasn’t shown up A: standard prac- 
tice of the Torso Killer. 

Merylo is of the opinion that Winslow is sitting on the aa to keep 
him from making the case. He is sure that there’s a clue in it, but he has no 
idea what that clue may be. 2 


TIP 


x 


wor 


To get Merylo to talk about the newspaper evidence, click 
on Line 19. Save before you do this in case you think that 
you may want to hear it again. Once Merylo speaks his 
mind, he doesn’t repeat himself. 

In this part of the game, you also find out that one of 
the puzzle solutions is located in the papers. Take a look 
at them again if you haven't already figured it out. 


Numbers mean everything. A full cad ati of the clue i is 
given later in this chapter. 


Handing the evidence file back to Merylo, you ask about Von Hess. 

Merylo’s grin lets you know that he’s aware of your part in Von Hess’s 
capture. He then hands you a folded invitation with a series of red, blue, and 
gold symbols on it. He says that the invitation fell from Von Hess’s pocket 
when Winslow arrested him. He took it out of spite when Eliot Ness handed 
Von Hess over to Winslow. _ 


Chapter 9 Murder Written in theStara 129 


The invitation intrigues you with all its 
strange symbols, but you don’t know what to 
make of it yet. You pocket it and thank Merylo. 
You then ask about Von Hess’s medallion, 
the one he had been showing you the night 
of the party. 

Merylo says that, if Von Hess had the 
medallion at the party, the FBI probably has 
it in its custody, too. 

Well, the big guy has been helpful, but 
you’re pumping a dry well now (unless you can put some more pieces to- 
gether). Winslow holds all the cards. It’s time to see if you can get a hand 
yourself. Leg it on over to the FBI offices. 


T if _» Right-click on the mouse to bring up the supplemental 
“ae list. Left-click on the World Map and then left-click on 


A the FBI Office. 
Ce g 


Winslow and his secretary are acting cozy when you arrive. She grabs her 
notebook and leaves, and the FBI agent turns his attention to you as he sits 
back smugly behind his desk. 

The first thing on your mind, of course, is what happened to Pensky. 

The FBI agent immediately disavows any knowledge of Pensky’s where- 
abouts, stating that, if anything has happened to Pensky, it must have been 
at his doctor’s instruction. 

Without proof, you hardly are ina 
position to shake his tree now. So, 
move to the next item on your agenda. 
Ask about Von Hess. 

Winslow says that Von Hess is 
being questioned now. Von Hess in- 
sists that he had every right to be in 
that back room. He knows that he 
probably will be deported to Germany, 
but he still won’t say what he was 
looking for in the back room. 


_ Primas Official Strategy Guide 
Since you’re discussing the subject of Von ee ask about the iron cross 
medallion. ~ — 
Although he knows about the medallion, Winslow doesn’t put much : 
in it. Also, he is quick to point out that Von Hess is still a German citize: e 
that even the FBI isn’t at liberty to pass around his personal possessions 5 - 
you to inspect. 

Growing more aggravated by his answers and his evasion, ask oa 
about the Torso case evidence that the FBI has impounded. 

Winslow states that the Torso case is out of your jurisdiction. When you 
mention Louie the Fish, the FBI agent tells you that Louie worked in a lot of 
places with bad people and made a number of enemies. It’s no surprise that 
the Torso Killer may have been one of those enemies. 

The guy really gets under your skin, doesn’t he? Sitting ther 
in his neat office, playing footsie with the secretary. So, ask 
evidence that Merylo told you that the FBI impounded from the 1 

Winslow is defensive, saying the FBI is there to do a thorough job. He goes 
on to promise you that he will be the man to catch the Torso Killer. The only 
positive note in the conversation is that he says he will have his men return 
the evidence to Merylo—once they’re finished with it. 

Feel the need for some fresh air? Why don’t you hit the bricks and get on 
over to Kingsbury Run. 


T IP _-~ Right-click on the mouse to bring up the supplemental list. 
Gre 1g 
BA Left-click on the World Map and then ia on Kingsbury 
ee Run to go there. 


ae 


Victimd in Crime 
Arriving at Kingsbury Run, you de- 
scend into the concrete run and follow 
it back to a locked iron gate that seals 
the sewer beyond, preventing entry. 
Even when you stand as close to the 
gate as you possibly can, you still can’t 
see anything in the darkness, in the 
yawning maw of the sewer. 


Chapter ọ Murder Written in theStard 131 


The lock on the gate looks rusty and cracked, but it holds up under your 
efforts to open it. 


T IP __ When the cursor lights up and shows you that the lock is 
bg = interactive, you can left-click on it to get closer. A key is the 
a< logical choice to open it, but where will you find one? 


Stumped and even more frustrated, you decide to take a look at Angelo 
Santini’s home. The murders started with him. Thinking it over, you realize 
that maybe there’s a reason he was the first victim. You already know why 
Louie the Fish was the last. 

Crawl up from the sewer, and get over to the Santini House to see if there 
are any answers there—or only more questions! 


> Right-click on the mouse to bring up the supplemental list. 


<I es Left-click on the World Map and then left-click on the Santini 
A House to go there. 


At the Santini home, Mrs. Santini leads you to her son’s bedroom. She’s 
obviously distraught, and having you in her home is unsettling to say the least. 

You reassure her, telling her you'll be respectful. She stands there, wait- 
ing and watching. Knowing you won’t be able to do your job well with her 
standing over your shoulder, you ask her about her son and if she knows of 
any motive a killer may have had for killing Angelo. 

She insists that everyone loved Angelo and that a monster killed her son. 

You agree with her (though you know Merylo’s crime reports paint a dif- 
ferent picture altogether). 


-> Toget Mrs. Santini to leave the room, left-click on her again. 
we 


More upset than ever, Mrs. Santini excuses herself, leaving the room in 
your hands. 


VA Primas Official Strategy Guide 


Alone now, begin your search of 
Angelo’s room. The desk holds a col- 
lection of books, papers, and baseball 
cards. Angelo apparently was a big In- 
dians and Yankees fan. 

The nightstand to the left of the 
bed holds a radio and a pack of ciga- 
rettes. When you open the drawer, you 


find nothing helpful inside. A cheesecake pic- 

ture is on the wall above the bookshelf. A 
game sits on top of the chest of drawers be- 
side a baseball trophy and an alarm clock. 


You can play the Peg Game, but it doesn’t lead you to any 
clues. If you’re stumped, though, it will give you something 
to do. The object is to get down to one peg. 

Here’s one solution. 

Starting at the top of the triangle, number the holes 1- 
10. To take a peg out of the board, you must jump it with 
another peg, as you would in checkers. To get down toa 
single peg, follow the directions below. 

Jump the peg from Hole #1 over the peg in Hole #3 to 
land in Hole #6. Remove the peg in Hole #3. 

Jump the peg from Hole #4 over the peg in Hole #2 to 
land in Hole #1. Remove the peg in Hole #2. 

Jump the peg from Hole #10 over the peg in Hole #6 to 
land in Hole #3. Remove the peg in Hole #6. 

Jump the peg from Hole #8 over the peg in Hole #9 to 
land in Hole #10. Remove the peg in Hole #9. 

Jump the peg from Hole #1 over the peg in Hole #3 to 
land in Hole #6. Remove the peg in Hole #3. 


Chapter9 Murder Written in theStara 133 


Jump the peg from Hole #10 over the peg in Hole #6 to 
land in Hole #3. Remove the peg in Hole #6. 

Jump the peg from Hole #3 over the peg in Hole #5 to 
land in Hole #8. Remove the peg in Hole #5. 

Jump the peg from Hole #7 over the peg in Hole #8 to 
land in Hole #9. Remove the peg in Hole #8. 

That leaves you with one peg. 


Okay, it looks as though Santini 
didn’t have any secrets after all. Turn 
off the light and go make nice with 
the grieving mother. 

Wait! What’s that in the window 
to the right of the bed? It looks like 
something’s up on the canvas screen. 
Cross the room and pull the window 
shade down. 


T IF Although you can get to the window while the light is on, 
> BOP gameplay prohibits you from pulling the shade down until 


a F the lights are off. 
gh l Left-click on the light switch to turn the light off and 


then cross over to the window. Left-click again on the win- 
dow shade to draw it down. After you have pulled the 
shade down, the Santini Picture is added to your Inven- 
tory automatically. 


Now here’s an interesting wrinkle. This picture shows both Louie the Fish 
and Angelo Santini standing together, obviously sharing good times. Theyre 
both relaxed, kind of like old friends. With Santini’s background, it’s under- 
standable that he crossed paths with Louie, but what brought them together? 

But, more importantly, where would they go together to have this picture 
taken? Obviously, Santini must have thought a lot of it; otherwise, he would 
have gotten rid of it or never would have bothered to pose for the picture in 
the first place. 


He also went to great lengths to hide it. 
So, was it a keepsake? Or, was it pipes 
dangerous? _ : 

Looking at the picture jars your memory. 
On the wall behind Angelo Santini and Louie 
the Fish is a tapestry you've seen before. It 
comes back to you in a rush—that tapestry 
was hanging on the wall in the Brotherhood of 
Thule’s room in the Raven Room! 

Now, here’s a clue you were looking for! 
Get back to the Raven Room and see if you can find any more evidence link- 
ing Louie’s and Angelo’s murders to the Brotherhood of Thule a to the 
Torso Killer. -o 


P [P _-» For a closer look at the photo, go to your planers and 

ee ge ms left-click on the Santini Picture. Note the tapestry in the 

n background. When you return to the Raven Room, that’s 
si n what you'll be looking for. 


Now, right-click on the mouse to bring up the supple- 
mental list again. If you’re in the Inventory section, you 
must Exit first. Then left-click on the World Map and left- 
click on Raven Room to go there. 


Von Hessa Special Invitation 


No one’s working at the Raven Room when you arrive. a your lock pick 
set, you’re inside the club in a matter of seconds. 7 

Thinking that you may be able to _ 
enter the back room through the lazy | 
Susan again, you make your way back 
to the wait station. Only when you get 
there, you discover the lazy Susan is 
locked up tight. 

From your earlier trip inside the 
room, you know that this only leaves 
one way in—the door. Get paci to 
the door. -o 


Chapter 9 Murder Written in theStara 135 


Okay, the door is locked, and you don’t have a key. Your lock picks don't 
work here either. Thinking back on it, Von Hess didn’t use a key to get in. He 
pressed sections of the door. 

Maybe there’s some kind of secret combination on the door. henge I. 
you notice that the door’s geometrical shapes do indeed move when you press 
them. The problem is to come up with the right combination. 

Remember what Merylo said about Von Hess becoming really concerned 
about losing the invitation? Maybe you should take a look at it. 

Yeah, look at the fold lines across it. It looks as though it had been folded 
into some kind of shape—maybe a geometrical shape? Better start folding. 


RO z E Left-clicking on the geometrical shapes on the door moves 
them. You still need the right combination, however. 

The secret to folding the invitation and getting the geo- 
metrical designs to appear is to fold the invitation so that 
all the gold shapes are on one side of the page. To do that, 
follow the drawings below. 


white side up 
white side up 
black side u; 


old shaded area fold shaded area fold shaded area fold shaded area 
over and flip up and flip over and flip over and flip 


black side up 
black side up 
black side up 

ği 


Ey 
v 
E 
a 
v 
= 
a 
2 


fold shaded area fold shaded area fold shaded area fold shaded area 
down and flip up and flip up and flip over 


© 


FINAL SHAPE 


sum () ST FADS VY 


As soon as you trigger the right sequence 
of patterns, the door opens. Enter the dark- 
ened room beyond. 

Once you're inside the room, turn to the 
right and look at the wall to find the tapestry 
that is behind Angelo Santini and Louie the 
Fish in the picture. As you study the tapestry, 
you notice that the planets resemble the 
spheres in your dream. They all have zodiac 
signs, too. A quick comparison against the list 
in your notes (from the book at Madame Cassandra’s) shows you that the names 
and symbols do match. 

The tapestry must be important to the Brotherhood of Thule and to the 
Torso Killer. There must be something in the design. 

Got an idea now? The tapestry reflects a pattern, and Madar Cassandra 
told you that you need to know a pattern to get inside the Torso Killer’s mind- 
set. What if each of the Torso Killer’s victims was, in fact, a sacrifice to one of 
the planets on the tapestry? 

If you check back through the notes Helen gave you, you find that both 
pages refer to the seven messengers of the shepherds of stars. Together, they 
were supposed to seal heaven’s sphere. 

Given that there is a pattern to the killings, you know that you have to 
figure out what that pattern is. Go back to Merylo’s office and reexamine the 
evidence. It’s time to see if Winslow made good on his promise to return the 
things he took. 


P IP = Right-click on the mouse to bring up the supplemental list. 
Left-click on the World Map and then left-click on Detective 
Merylo’s Office. 


Murder by the Numbers 


Back in Merylo’s office, ask if Winslow returned the evidence he appropri- 
ated. 

Merylo says yes and then takes out the file for you again. He tells you that 
the newspaper has been returned. 


Chapter g Murder Written in theStard 137 


Your gut instinct tells you that the victims were deliberately chosen and 
that the Torso Killer has left a clue behind. As you scan the bloody newspa- 
pers in succession, you notice that certain numbers were left uncovered. Was 


this deliberate? : 
Following the insight from the tapestry, jot down the uncovered numbers 


as they appear. 
First newspaper—15 
Second newspaper—65 
Third newspaper—260 
Fourth newspaper—175 
Fifth newspaper—111 
Sixth newspaper—369 
Seventh newspaper—34 
Eighth newspaper—4 


Eight victims. Eight numbers. Eight planets. Eight spheres. That’s too 
coincidental. And the numbers look familiar too, don’t they? Sure they do. 
They’re in your notebook. You copied them down from the astrology book at 
Madame Cassandra’s. Match the numbers to the planets from your list. 


Numbers Planets 


15 Saturn 
65 Mars 
260 Mercury 
175 Venus 
111 Sun 

369 Moon 
34 Jupiter 


4 Earth 


_ Primas Official Strategy 


If you’re right about this—and if Madame ‘ 
pattern you needed to get through the sphere: 
to go. You give the evidence file back to Me 
Madame Cassandra’s house. 


T IP z A Right-click on the mouse 
list. Left-click on the Wi 
Psychic Parlor. 


The Iconic Stones 


The maid lets you back in at Madame Cassan 
back to see her. Cassandra doesn’t appear t 
sitting down, you ask her to put you into a t: 

After a brief moment staring at the locket, 
looking at the spheres again. Matching the 
with your notes, you jump through them, Ww 
you're right. 


Planet Color 
Saturn black sphere ( 
Mars red sphere (on 
Mercury purple sphere (on th 
Venus green sphere (on the 
Sun gold sphere (on the ri 
Moon silver sphere (on the ri 
Jupiter blue sphere (on the left) 
Earth brown sphere (on the left 


As soon as you complete your passage through 
grabs hold of you and drags you down into the silver sphe1 
it, you arrive at a strange clearing evidently on the silver 5 


Chapter 9 Murder Written in the Stara 


A fire burns ahead to the right be- 
side an ornate pool. You approach the 
pool cautiously, feeling very much out 
of place here. 

At the pool’s edge, glance down to 
see the pool ahead of you. Seated on 
their haunches and looking away from 
you, bizarre carved stone creatures 


Since it was a locket that brought you 


139 


are, evidently, holding sentry duty 
around the pool. 

Upon closer inspection, you no- 
tice the smooth rocks at the water’s 
edge. Each of the seven rocks has a 
symbol on it. But why would they be 
so close to the pool? 

The symbols on the rocks are a 
shamrock, a fish, hands, a locket, a 
glass, a knife, and glasses. 


here, examine the stone with the Locket 
painted on it. When you pick it up, though, it 
tugs at you with noticeable force to make you 
drop it into the pool. As you stare into the 
water, a vision comes over you. In the vision 
you see yourself sitting beside Cassandra in 
the Psychic Parlor. 

Shaken, but definitely interested, you 
move down the line of stones. Your next vi- 
sion comes from the Hands stone. In it, you 


watch Angelo Santini walk into his bedroom, then hide an envelope in a space 


behind the baseboard next to his desk. 


The Shamrock stone gives you a vision of Louie and Ernie playing cards. 
The Fish stone gives you a vision of Louie going into his loft. 

The Glass stone gives you a vision of a man getting a drink at McGinty’s. 
The Glasses stone gives you a vision of Mr. Pensky at his desk. 


_ Primas Official Strategy Guide 


Only one more stone, the one with the knife, yields a vision. . The vision : 
you see this time involves the old man you know to be the Torso Killer. As you —_ 
watch, the man walks to the sewer grate located at Kingsbury Run and aooo o o 
ters. But he isn’t alone. Two other men are with him. One of them you recognize  __ 
immediately as Louie the Fish, very much alive. But the other man’s identity 
remains hidden from you. This surprises you. You had assumed that the 
Torso Killer was working alone. Yet, with the Brotherhood of Thule involved 
as you believe it to be, the old man wouldn’t have to work alone, would he? 
Okay, time to get away from all this mumbo Jumbo and os back to serious : 


Parlor with ele 


Cassandra helps steady you as you come back to your senses. You’re 
filled with excitement about your Maroma Tell her about the stones and he 
pool you saw in your vision. -o 

She tells you that they were iconic stones. Thess o allow you to 
-who you want to see in your visions. She also tells you that the stone ae 
easy to create. All you need is a personal item of the person you want to see. — 

If that’s true, though, how did you see yormecl 1 in the ee Tell her: 
you saw yourself in the pool. 

Cassandra tells you that your attacker mul have one of your - personal : 
items, something you cared about very much. | | _ 

You tell her about your St. Christopher’s medal, which has Þeen1 m 
since the night Louie’s head showed up in the box by special delivery. 

Agreeing that the St. Christopher’s medal would be something the k — 
could use, Cassandra also tells you that you can turn the tables on your 
attacker by finding something personal of his. Finding the right item won 
easy, though. 


Chapter 9 Murder Written in the Stara 141 


Thank her for her time—the game’s afoot. It’s time to follow up on the 
Santini and Kingsbury Run leads. Go to Santini’s first to see if the hidden 
envelope is still in the boy’s room. 

1 LP ~ Right-click on the mouse to pull up the rg ee list. 
_<___ Left-click on the World Map and then left-click on the 
Santini House. 


Angelo Santinia Secreta 
From the Casebook of COI Agent James R. Pearson 


Mrs. Santini had no problem with me returning to search her fon $ room 
again. | have to admit, | dont know if | would have remained civilized 
enough to simply go away if shed turned down my reqvest. There were 
too many things | needed to know. | believed in the visions Cassandra had 
helped me See. 

The woman seemed to be in better spirits as well. When we at to 
Angelos room, she crossed herself, then turned to me and faid, “When 
you re Finished, you come Into the kitchen. | make yov a good meal.” 

“There's no need for that, ma'am, | told her. | Felt like a heel standing 
there talking to her. | knew stuff about Angelo that would hurt her a lot 
if she found ovt. And if | needed to vse that information to Shut down the 
Torso Killer, | knew | was going to vse it. 

She waved away my answer. “Look at you. You re all Skin and bones. 
You come in the kitchen before you go and yov eat.” 

| looked at her, Feeling like | was listening to my own mother all over 
again. There are some women that just make you feel like a little boy all 

over again. Mrs. Santini was one of them. | lavghed at her insistence, but 

maybe it was at myself because | found that | couldnt do any thing but 
accept the offer. “ALL right. A home-cooked meal does found good right 
about now. 

She smiled at me, a smile that would have normally made me feel like 
a good Joe. Only | knew what | was There for and she didn t. 


1); _ Primas Official Strategy Guide 


After she left, | turned my 
attention to the baseboard beside — 
the desk. | knelt down beside the => 
desk and, with little difficulty, 
removed the baseboard. Then | 
peered inside. 


When you were first in this room, gameplay would not let 
you access the baseboard. Now that you know the enve- 
lope is hidden behind the baseboard, you can ee to it iit 
z by left-clicking on the hiding place. 
: Left-click on the items inside to pul th ] 
i Inventory. : 


| ai in your 


Evidently Angelo Santini was Something of a pack rat. Inside the hiding 
place were cigarettes, a knife, Firecrackers, and papers. And money, what 
looked like a lot of it. The papers 
immediately captured my interest. 

| took the papers ovt and 
Flipped through them. A few of the 
papers looked like they'd been 
ripped From some kind of scholarly 
Journal. There was also a note from 
Mr. Pensky and another paper that 
had more of the Norse runes 
written on it. 
| copied the runes into my notebook, then took a look at Pensky s note. 


Mr. Santini $ 


I am indeed interested in the items that you described 
to me at our last meeting. I have made arrangements to 


Chapter9 Murder Written inthe Stara 143 


supply you with payment in the amount that you 

requested. Meet me on Thursday at the usual time and 
place where the exchange can occur. I promise you that I 
will not be late this time and that your security al o 
not be compromised. . 


2 We Pensky 


The note definitely made the Connection between Mr. Pensky and 
Angelo, tying in the Brotherhood of Thule and the Torso Killer as well. | 
had no idea what Mr. Pensky had bought From Angelo Santini. Maybe it was 
the bag of runes I'd found hidden in the office. But it was vai From 
the stack of money that Angelo had been paid well. — 

| also had an idea where Angelo had gotten the items he'd sol to Mr. 
Pensky. Lovie the Fish already had a history of dovble-crossing the people 
he worked for. Either Lovie or Angelo had found ovt about Mr. Pensky s 
interest in the case, then swiped things From the Raven Room to sell to 
Mr. Pensky. 

| had a gut Feeling that Lovie helped Angelo, or set the boy up. 
Angelo had been killed on the night of Avgust 17 or early morning on 
Avgust 18. Maybe even as far back as August 15. Lovie hadn't been killed 
until November 23. It was possible that Lovie had ratted the kid ovt to 
save his own miserable hide and had escaped detection by the Brotherhood 
of Thule until | leaned on him and made him talk to me. — 

No wonder Lovie had faid they d kill him if he talked. Hed already 
had first-hand experience that they would. 

| knew then, even if I'd been doubting it before, that a lot of Lovie s 
death was my responsibility. Maybe it should have made me Feel kind of 
lousy, but it didn t. Lovie had pot his head on the chopping block a long 
time before I'd met him. And hed probably given up Santini to buy himself 
Some more time. 

| glanced through the journal papers and found them to be just that. 


interesting variation on the “Paganism Resurgent” theme 
that was prevalent at the height of the Middle Ages is 


I Primas Official Strategy Guide 


the legend of the “Trinity Knights.” These warriors were 


an actual set of the Teutonic order that played a small, 


if not bloody, role in the ongoing saga of the Baltic 
Crusades. Accused of paganistic ties in 1234, their 


faction was disbanded and its members excommunicated by — 


a surprisingly vehement Pope Gregory IZ. 


Pope Gregory was a name | remembered From the notes Helen had 
given me. He was also the guy listed in the book on family crests who'd 
thrown oust the members of the Brotherhood of Thule. 


There are few scholars who devote much energy to 
study of the obscure, semiautonomous groups of the / 
Teutonic Knights, which evolved in isolated castles on 
the Prussian frontier. Among these scholars, there is 
considerable debate as to whether the Pope's actions 
against the Trinity Knights were motivated by legitimate 
evidence or a cynical grab for wealth, much like the 
destruction of the Knights Templars in 13514. 


Though facts of this case are well documented elsewhere 
(see the elder Strauss’s “Holy War by the Baltic Sea”), 
I have discovered a little known legend about events 
that occurred after the order had been disbanded that 
may be of interest. According to one Ogland of Karpina, 
a fourteenth=<century Dominican Monk known more for his 
bawdy tales than his prowess in historiography, the 
exiled military leaders of the Trinity sect did not go 
quietly into obscurity after their excommunication. He 
contends that they made their way in secret to the then 
Franciscan monastery at Alberg, which had been their 
chief source of financial support during their 
campaigns. 


Chapter 9 Murder Written in the Stara 145 


That passage reminded me of the map Dr. Strauss had on the wall above 
the stained glass window | had reassembled at the museum. And | was 
certain the “elder Strauss” mentioned in this document was Helens father. 


The monk tells us that, beneath the seemingly Christian surface of this 
institution, there existed a still Functioning pagan shrine dedicated to the 
Germanic god Wodan or Odin. It was here that these unholy knights went 
to conduct a sacred blood ritval for the purpose of granting supreme 
Aesivian powers to the Master of the Order (a direct descendent of the 
notorious Landulph of Capua, no less). 


According to Ogland, the ceremony that they gathered to 
pursue had originally been recorded in an ancient runic 
text called “the Thule prophecy. Independent inquiries 
into the validity of this document indicate that it does 
indeed exist. It is an odd mix of pagan and early 
Christian sophistic folklore which originated among the 
rebellious proclamations of East Frisian tribal leaders 
who, in 800 A.D. and under the influence of their Viking 
cousins to the north, conspired to throw off the Holy 
Roman yoke and return to the free and easy lifestyle of 
their pagan ancestors. The rebellion was of course 
crushed by Charlemagne who subsequently ordered the 
codification of Germanic tribal law in order to protect 
such disgruntled citizens from future predation by 
unscrupulous church officials. (See Treitschkes, Cologne 
Lectures, Circa 1891.) 


Ogland tells us that the text of the original prophecy 
ritual was actually intended to awaken Odin and his 
court of Norse gods from slumber in the mythical land of 
Thule. From there they would return to Midgard (Earth) 
to rule in the place of Christ and his saints. This 
ceremony was then later perverted by the hero EHodulph 
(banished by Charlemagne as a result of the Frisian 
uprising) in his quest for supreme power. According to 


transpose most of the Awakening Rit 
parts of it to his own ends in orde: 
assume his power. Be that as it ma 


truly interesting is in Ogland’ S A 
Arch Apoak actually PEON Sn tee on the er 


its members had aireaay been excomm 
about the Gray God’s (Odin’s) retur 
destruction. 


and fascinating. It seems that 

were in no mood for compromise 
lost all their Baltic holdings 
claimed to have been abandoned 
incidentally) by their god and de 
that ree | took over for him. Th 


protect his deity and administer aivine 
who intended to betray it. 


There were three ritual items central to 
ceremonies. These objects, which are supposed to 
basis for the Order and the source of its name 
“Skull of Landulph, a holy grail known as th 
the World Tree,” and a large piece of black a 
Thalia’s Prison (later referred to as “The Bl 
Dahlia”). : 


fo the tiles | now held were oo the « case that had < on 
Dahlia! But where was the Dahlia now? 


The introduction of this new item into “the 
would prove to be cataclysmic for Estefan a 
Trinity Knights. 


= Wow the purpose of ee ee eS 


so act as a medium that would convey the soul 
= performer into its “new vessel,” which wa 


in which the sacrifices were to be consigned to _ 


body of the last of nine human sacrifice 


astrological guardians and then ritualistically _ 

butchered make for fascinating, ~ not grizzl 
investigation. Again Treitschkes’ S lectures are 
coherent source for such inquiries.) Before t 
performer could culminate the proceedings, h 
must first take his own life, which the gran 
dutifully did. It just so happened that our Abb 
Estefan, whose disloyalty was suspected by the 
had been selected to be the ninth sacrifice and 
the recipient of the aspirant’ S soul. As a necroma 
old Estefan knew well that the fruits of his decepti 


I Primas Official Strategy Guide 


would cause quite a severe supernatural reaction, but it 
seems even he had underestimated the metaphysical 
prowess of the Order Master. According to the legend, 
when the Master’s soul went forth from his dying body, 
it became trapped within the empty Dahlia casing, just 
as Estefan had hoped. In desperation, the warrior 
realized that Estefan had duped him, and he reacted 
violently. Using all his supernatural might, the Master 
lashed out at his tormentor and drew forth Abbot 
Estefan’s own essence for one last bout of mystic combat 
within the Dahlia’s empty shell. 


The spiritual duel that followed was so violent that the 
vessel was shattered by its impact. In the end, the 
descendent of Landulph was destroyed in the cataclysm, 
and his soul sent off to eternal torment; but the crafty 
Estefan was, at the last instant, able to install his 
spirit into the shards of the fractured case. The legend 
goes on to speculate that, when the shards are 
reassembled and returned to Estefan's tomb, this action 
will free him to meet his eternal rest. 


The thought that | might be carrying around the spirit of a monk 
trapped in those runed tiles was unsettling to say the least. | just couldn t 
believe it. 

Yet, until a few days ayo, | wouldnt have believed in the visions I'd 
had. Nor would | have believed the things I'd seen while in a trance under 
Madame Cassandra's care. 

Thinking about the lives the Torso Killer had claimed so Far grounded me, 
though. It didn't matter if | believed or not. That insane butcher did. And to 
catch him, I'd have to know af much about what he believed in as he did. 


As with all good fairy tales, the kind and handsome 
prince (this time in the form of the Emperor Frederick 
II) makes his appearance in the nick of time and 


Chapter 9 Murder Written inthe Stara 149 


Slaughters the evil Trinity Knights while they stand 
dumbfounded by their botched ritual. The heathen shrine 
was razed, and the closet pagans among the monastery 
brethren were rooted out and packed off to the 
Inquisition. Much to Ogland’s dismay, however, the Arch 
Abbot Estefan emerged a hero in this story. His pagan 
ties were hushed up, and claims were made that, in the 
end, he had received the enlightenment of Christ, which 
gave him the power to overcome his infidel opponent. At 
any rate, Estefan was actually credited with denying the 
heinous Odin heathen ritual. His battered body was 
buried, in state, on the site of the Old AeSirian altar 
in the crypt of the monastery chapel, where it remains 
to this day. 


The monastery complex itself lived on for centuries and 
still stood, though now abandoned (since the Great War), 
when I last visited the area in 1933. My inquiries with 
the local villagers indicate that the place still 
carries the stigma of rumored pagan sympathies and folk 
tales about secret passages filled with heathen ghosts 
and treasures. Having seen the site of Estefan's 
sarcophagus with my own eyes, I can corroborate that 
there is in fact a distinctly exotic and unchristian 
feel to the place. Indeed, there is a basin in the 
surface of the stone coffin where a pagan sacrificial 
offering may have once been placed. Beneath this is a 
Latin inscription that translates as follows: 


Within the heathen letters hid 
The secrets to their god’s destruction 
Upon lamb’s blood he has fed 


To make a mocking resurrection 


Primas Official Strategy Guide 


Obviously someone in our mediaeval past has taken the 


Legend of the Trinity Knights more seriously than modern 


scholars. 


Recent reports from within the Nazi Reich indicate that _ 
some of the monastery buildings are in the process of 
being refurbished as a monument to “Aryan Culture” as 
are many locations that played an important role in the 
rather bloody legacy of the Teutonic Crusades. If this 
is true (which I suspect is indeed the case as I myself 
have received communications from the Reich o of 
Culture inquiring about the possible purchase of- : 
certain items from my own collection), then students of 
the Baltic Crusades will be well advised to vis ~ 
for themselves. If for no other reason, it will — 
least provide them with a more whimsical Sojourn into 
one of the many obscure legends that, over the 
centuries, have attached themselves to the 
Christianization of Western Europe. 


In this same vein of study, there is also an interesting 
folk story that I discovered in Southern Bohemia. It 
relates to the saga of a group of “child knights” 
credited with a significant role in the death of 
Ughetiai, the leader of the invading Mongol hordes in 
1241. It would 


The pages ended there, but the questions that entered my mind went 
on and on. Staggered by what | had learned, what | now guessed, and the 
little voice in the back of my head that insisted it might all be tree, | 
shoved the papers into my jacket pocket. 

Then | reached for that pile of money. | raised my voice. “Mrs. Santini. 
Mrs. Santini.” 

She came at once, drying her hands on her apron. “what is it?” 

| presented her with the money. lm sorry to have disturbed this - 
room, but | found something. | indicated the baseboard hiding place. ‘| know 


The moon beams down in a big way when you get back to the sewer. Your _ 
mind is so overwhelmed with what you've learned that it takes you a minute 
to realize that someone is moving toward the locked grate. 


You shout out at him, startling him as he opens the grate. 


ing his palm. Then he turns and dashes into the sewer, leaving the grate open 
behind him. 


flesh and blood, right? 


Chapter 9 Murder Written in the Stara 1 er 


this cant compensate for Your loss, ma'am. “hak | know that Eo would 
have wanted you to have this.’ 

Tears Filled her eyes as she took the money and hugged me. “Bler 
you, Mr. Pearson. You are a good boy.” ~ 

And somehow, her words warmed me up in spite of the chill that had 

Filled me after reading those pages. | took her up on her offer of a meal, 
trying not to Show how anxious | was to yet out of there. 

When | got the opportunity to go without offending her, | left. My 
destination was clear-cut in my mind. | didnt know what ld Find at the 
sewer grate In Kingsbury Run, but now that I'd seen it in that Vision, | 
wanted to take another look at it. 


TIP __ Right-click on the mouse to bring up the supplemental list. 
~< Left-click on the World Map and then left-click on 
Kingsbury Run. 


Change to Disk #5. 


Only Flesh and Blood 


You peer through the darkness and recognize the old man from your visions. 


He turns, holding onto his hand painfully. You can see the blood streak- 


Draw your gun and follow him. You’re not afraid, are you? The my ’s oniy 


But it’s still pretty nerve-wracking stepping into the darkness. 


Track Down 


A Primas Official Strategy Guide 


a F 
Sewer 0 He Go? 
The sewer stretches in front of 
murky water runs through it. You 
ten, but you can’t hear any footsteps 
ahead of you. Still, there’s no ready 
way out. Keep going forward. | 


_-» To get through the tunnels in this section, refer to the map 
“entitled CLEVELAND SEWERS in this chapter. All the twists 
and turns may confuse you, so pay attention to the num- 
5 ber of left-clicks you make and to your direction. 

: Also, there’s no need to follow all the ve 


unless you simply want to do so. Once you have found the 
Valve Room, you automatically end up there every time 
you return to Kingsbury Run. 


After many twists and turns down 
the long, dank tunnels, you end up in 
a room with a number of pressure re- 
lease valve wheels on the wall. 


T IP _-7 Inthe Valve Room—if you follow the map—it will appear 
mas that you have arrived at yet another dead-end. If you turn 
immediately to your right, however, you will see the ad- 
justment valves. Approach them by left-clicking on them. 
You will find the bloody handprint that allows you to work 
with the valves. 


Look at the wall to the right of the valves. The bloody handprint is a dead 
giveaway that the Torso Killer was here. 3 


locked gate 


locked gate 


® = one left-click forward 


pipe room 


locked gate 


START HERE 
beginning 


locked gate looked pate 


We Primas Official Strategy Guide 


and legends you have heard, you still believe that the old man is as human 
as you. : 
To find the door, you must figure out the secret to the pressure r leane valves. 


NO i S Resist the temptation to start twisting the valve wheels for 
the moment. Save the game here. Below is a key to open- 
ing the hidden door. If you accidentally twist a wheel too 
far or get lost in the directions below, simply Restore to 
start over. 

Number the gauges 1-5 from left to right. Number the 
wheels 1-4 from left to right. 

You will find from experimentation—if you choose to 
move on without this guide for the moment—that you can 
affect the reading on every gauge except Gauge #2. To 
change the reading on the gauges, left-click on the wheels 
and drag the cursor clockwise or counterclockwise. The 
rest of the gauges and the wheels go together as follows: 


Wheel #1 operates Gauge #4. 


Wheel #2 operates Gauge #1 and Gauge #5, 
although it sends them in different directions. 


Wheel #3 operates Gauge #1 and Gauge #3, 
although it sends them in different directions. 


Wheel #4 operates Gauges #1, #4, and #5, al- 
though it sends them in different directions. 


It gets complicated really fast. To solve the puzzle, your 
objective is to get all the gauges to have the same reading. 
Since you cannot move Gauge #2, you must line up the 
other gauges, so that they have the same position as the 
needle on Gauge #2. 


1. Rotate Wheel #3 clockwise until Gauge #3 reads 30. 
2. Rotate Wheel #2 clockwise until Gauge #1 reads 40. 


3. Rotate Wheel #2 counterclockwise until Gauge # 1 
reads 25. 


Chapter 10 TrackDown 1 57 


4. Rotate Wheel #2 clockwise until eS #1 and 
#5 read 30. 


5. Rotate Wheel #1 clockwise until Gauge #4 reads 30. 


Once you have all the gauges properly set, the hidden 
door slides open. 


When you get the pressure gauges 
set correctly, a door in the wall to your 
left opens. On the other side of the 
door is another door. Upon closer in- 
spection, you see a strange-looking 
keyhole. 


T LP _» Be sure to left-click on the door to get a close look at it. This 
ee a also lets you copy the runes from the door into your note- 
Ata book. You need all the runes to solve the case. 


Be sure you click on the keyhole itself; otherwise, you 
won't have anything to discuss with Winslow when you 
return to see him. 


The keyhole looks exactly like the shape of the iron cross medallion Von 
Hess showed you last night in the Raven Room, doesn’t it? And guess who 
has the medallion? 

No matter how hard you push, the door won't budge. Leg it back to the 
FBI Office. You have no choice but to try to cut a deal with Winslow. If he 
won't give you the medallion, maybe hel at least let you borrow it. oS 


1 LP ei Right-click on the mouse to bring up the supplemental 


1 a list. Left-click on the World Map and then left-click on 
TA the FBI Office. 
Se A Don’t worry about having to find your way through the 


tunnels again. Once you have found the pressure gauges, 
you’re allowed to return to them. 


Primas Official Strategy Guide 


viking) B ee 


Winslow ia have one of the most devoted secretaries you have ever seen. 
It’s hard to figure out how she gets any work done at all, perching on Winslow a3 
desk like that all day. 

Seeing you, Winslow sends her packing and then asks you what you want. 
Ask him for Von Hess’s medallion. 

The FBI agent waffles at first, not wanting to help you out. Having no 
other choice, you open up to him. You tell him how you followed the man 
whom you believe to be the Torso Killer into the sewers. You also tell him 
about the door with the strange-shaped lock. 

Winslow wants to know the door’s location, but you play your cards hard 
and close to your vest. Having no other choice of his own, Winslow makes a 
deal with you. He gets the credit for catching the Torso Killer, while you re- 
ceive the credit for breaking up the Brotherhood of Thule. 

Back at the sewers, Winslow does nothing but whine that he’s too good for 
the sewers, apparently. 


D LP 7 Once you get back to the locked door with Winslow, all 
Poa you have to do is left-click on the keyhole to open the door. 
Os 


When Winslow gives you the iron cross medallion, first draw your pistol. 
Then insert the iron cross into the keyhole. Lead the way with Winslow fol- 
lowing along at a distance. 

Inside the next room, Winslow decides to hang back. A pool of water to 
your right has carved stone faces that resemble Vikings. There are three other 
pools in the room, too. A large rune is 
painted across the floor, leaving you 
no other option but to step on it as 
you cross. 

Without warning, the water starts 
glowing red. In heartbeats, it takes on 
the appearance of blood spilling from 
the mouths of the carved stone faces. 
Winslow’s nerve snaps, and he tells 


Chapter 10 TrackDown 1 59 


you that he’s going to let you have this 
one all on your own. He turns and 
leaves you there. 

Almost as soon as his footsteps 
fade into the darkness, the water re- 
sembles water again, not blood. You 
call after Winslow, but he’s long gone. 

With the gun still tight in your fist, 


you cross the narrow walk between 
the four pools. Your way is blocked 
by another door. 

Instead of a key, this door has a 
locking mechanism that consists of 
levers and bars, which undoubtedly 
make up the combination. 


age 


Sye 


NWO T i; As you study the locking mechanism, you notice that there 
= y y g y 

A TEON , are six bars and eight moveable toggles. Number the bars 

i x e from the top 1-6, and number the toggles from the top 1-8. 


Primas Official Strategy Guide 


Experimentation shows you the following: 
Moving Toggle #1 up pulls Bar #2 down. 


Moving Toggle #2 up pulls bars #4, #5, and —- 
#6down. 


Moving Toggle #3 over pushes Bar #5 back into a 
locked position. 


Moving Toggle #4 over pushes Bar #2 back into a 
locked position and pulls Bars #3 and #5 down. 


Moving Toggle #5 down pulls Bar #1 down and 
pushes Bar #6 back into a locked position. 


Moving Toggle #6 down pulls Bar #5 down and 
pushes Bar #6 back into a locked position. 


Moving Toggle #7 over does nothing. 


Moving Toggle #8 over pushes Bar #1 back into a 
locked position. 


You need to get all of the Bars down at one time to open 
this door. Move the Toggles in the following order: #5, #4, 
#2, #3, #7, #5, and #2. The door opens automatically. 


On the other side of the door, you 
follow the stairs down to another door 
covered with glyphs, runes, and 
carvings. 

This door has no obvious lock or 
locking mechanism, though. Turn to 


your left and look up. High above is a 
ledge with iron bars. 

That’s within jumping range. At 
least you can take a peek through the 
iron bars. 


Chapter 10. TrackDown 161 


Locating the ledge can be difficult if you’re in a hurry. Turn 
90 degrees (about halfway around) to the left and look up 
at the top of the screen. The ledge is there. Touch it with 
the cursor, and you will find that it’s interactive. une 
left-click on the ledge to climb up. 


Peering through the bars, you discover that you are looking into the back 
room of the Raven Room. Several men are inside the room, but you're posi- 
tioned in such a way that you cannot see who they are. Finally, one of them 
steps over to a wardrobe against the wall. 

You recognize the old man with the cane at once. Quietly, you hang onto 
the bars and watch as he picks up a candleholder, puts a robe in the ward- 
robe, and leaves. Your attention is grabbed by the pendant on the necklace 
with the robe. It kind of reminds you of the icons you saw in the Dream Pool. 

When he’s gone, lower yourself to the ground again. Now here’s your chance. 
With everyone out of the room, you can sneak into it and try to grab the 
pendant. Madame Cassandra told you that, if you had an item of some per- 
sonal nature or value, you would be able to spy on the Torso Killer. Time to 
find out if it’s true. 


T IP _ Right-click on the mouse to bring up the supplemental 
ae list. Left-click on the World Map and then left-click on 
Ka r the Raven Room. 


Dreaming of Death 


Getting into the Raven Room is easy. 
(In fact, they should give you your own 
key. Of course, considering the invi- 
tation you have from Von Hess, 
perhaps it’s as good as done.) When 
youre in the back room, go over to 
the wardrobe. 

The door is locked, preventing you from simply reaching in and taking the 
pendant. It hangs there against the robe on the other side of the glass. 


start, but this one is like nothing 
you've ever seen before. Then you re- 
member the Torso Killer picked up a 
candleholder before he opened the 
wardrobe. 

On the table to the right of the 
wardrobe are two candleholders. 

After inspecting the candleholder 
on the right, you notice that the bottom 


Breaking the glass would be an 
easy solution, but it also may alert the © 
Torso Killer that you were onto him. 
If he knows the pendant is missing, 
he may have a way of blocking you 
from spying on him at the Dream Pool. 
Stealth is the way to go. 

Picking the lock would be a good 


of the left one has been sectioned off in 
shapes that resemble the wardrobe’s 
keyhole. The candleholder has five sec- 
tions that turn, too. When you twist 
them, the shapes on the bottom begin 
to protrude. It’s obvious that you must 
twist the candleholder in the right 
manner to make it fit the wardrobe’s 
keyhole. 


NOTE 


Chapter 10 TrackDown 163 


The solution to the candleholder puzzle is a little tricky. 
The five sections twist to the right and to the left. Number 
them from 1 to 5, starting at the top of the candleholder 
and working your way to its base. 

In order to make the key, you must make the follow- 
ing twists: 


Twist Section #4 to the right twice. 
Twist Section #5 to the left twice. 
Twist Section #3 to the right twice. 


Once you have the candleholder in the right shape, you 
automatically open the wardrobe door. 


Pretty good. Now put the candle- 
holder back on the table and swipe that 
pendant from the robe. 


Primas Official Strategy Guide 


T LP _-» Left-click on the pendant to take it. The pendant is added 
DNE to your Inventory as Talisman. 
Ee 


Feeling pretty good about yourself now, aren’t you? Well, you haven't 
caught the Torso Killer yet. Hit the bricks and head back to Madame 
Cassandra’s to see if she can work that voodoo that she does so well to help 
you crack this case. 


_-» Right-click on the mouse to bring up the supplemental 
ie list. Left-click on the World Map and then left-click on 
Psychic Parlor. 


Back at the Psychic Parlor, ask Cassandra to put you in a trance again. 
Once she does, walk over to the Dream Pool and locate the icon stone that 
has the Talisman’s shape on it. Pick it up and toss it into the pool. 

The vision pulls you into it at once. You can immediately tell that you’re 
back in the Raven Room. The Torso Killer sits at the table and reads a book. 
As you watch, he crosses the room to a set of bookshelves and pulls one of the 
books out, releasing a hidden door somewhere in the room behind him. 

He crosses the room and walks down the stairs into a room that looks like 
some kind of dark, unholy chapel. The bloodstained altar only sets the tone 
for the demonic shapes around it. 

As the vision fades, you realize that you may have the key you need to trap 
the Torso Killer. But what else has happened? Force yourself out of the trance. 


T LP ——> To get out of the trance, back away from the Dream Pool 
ges and hit (Esc). 


Chapterto TrackDown 165 


Cassandra sits beside you when you return to your senses. She steadies 
you, but you push yourself to your feet and rush off. If you’re going to catch 
the Torso Killer, you get the feeling that you’re going to have to hurry. ? 


At this point, gameplay automatically runs as you get 
Merylo and head for the Raven Room. 


scene of the Crime 
From the Casebook of COI Agent James R. Pearson 


When | reached Merylos office, | was excited, ranting almost. | also es 
going to take no for an answer. | leaned over his desk, trying not to Shout. 
It wile T working. “Tm telling you | faw his secret lab. | saw The way int 

“Are you crazy? | cant get a warrant ovt of your trip to a crystal 
gazer!’ Merylo was almost apoplectic. 

But | knew | had him. | could see it in the Fire in his eyes. Hed hunted 
this man far longer than | had, and he was buying into my story no 
matter how crazy It founded. | pushed him, getting louder. “There's no 
time for a warrant. | thought you'd want to know IF | came across the 
killer. | qvess | was wrong. But something weird nes down there, and 
lm goling to Find ovt what it was. With or withost you! 

“wait! Merylo exploded, pushing himself up From his desk. “Kid, | want 
in on this cockamamie scheme of yours! He grabbed his coat and followed 
me out the door, both of vf running now. 

At the Raven Room, everything was qviet. Like a dead mans Scab | 
kept remembering that terrible scream I'd heard at the end of the vision. 
| guess it rattled my nerves some. | turned to Merylo, who wasnt looking 
exactly brick solid himself. “Got a smoke?” | asked. 

The big detective looked up at me In Surprise. “I didn't know You 
smoked, kid.” : 

1 do oa.” | needed Something to calm my nerves, something to do 
with My hands. | didn t know what we were going to Find in that room. | 
lit the cigarette he gave me with his lighter. 


shelves. Then l polled ovt Tt he ok 
I'd seen the Torso Killer r move. — 


behind vf opened. | glanced at the oper throat 
then at Merylo. He grinned. 

| took the lead. “Are you ready, detective? 
those steps.” We both drew ouk weapons. 7 -_ 
l called some of my men, he said, “They shold be here si 
we ope ee 
| knew we weren t going to wait. we couldn't, ! took the lead d J 
the stars. — 

| didn t know what to expect al went doon them — ‘that strange | 
vroom, but Finding the Torso Killer butchered and ear across his o own altar : 
was definitely the last thing. 

“what the hell?” Merylo asked from beside ı me. “Looks tke. we re eee 
little late to help victim number nine.’ a o 

It took me a minute to understand what he ie Said. aoe I Pa 
correct him, to let him know THIS if the Torso Killer.” Bot.. but that - 
be. It's him!” _ 2 

“You know the stiff?” 

“This is the killer!” | told him. “I'm fore of a _ 

He looked at me and Shook his head. “Yov were wrong Jim. That poor 
sap couldn't be the killer. But at least we've found his hideout, even if he = 
isn't in it. You did good work. We'll yet clues we can vse ovt of this.” : 


Chapterto TrackDown 167 


“And they u all point to that man on the altar there, detective,” | 
assured him. “He's the killer. I'm sure of it. There's his cane. | knelt down 
to yet a better look at It, searching for the black stone | knew to be set 
In the top of it. “Someone took it. 

“Took what, kid?” 

l didn't even realize Id spoken ovt lovd. “The Dahlia. It’s misting 

“Nobody had better have taken anything, a cold, steely voice 
announced behind vs. 

Merylo and | both turned around and looked up the stairs. Eliot Ness 
and Dick Winslow stood there at the head of a pack of uniformed 
policemen. Neither of the FBI agents looked happy To see us. 

“Eliot, Winslow said, “| want these amateurs removed immediately. 
They ve botched everything, Why, if we hadn't been tipped off that 
they were down here... 

| cut him off, my anger getting the best of me then. Id always been 
a man of Convictions, and they never ran any higher than at that time. 

“Amateurs? We just busted this case wide open. We werent too chicken 
Te. 

“| had enovgh sense to yet a search warrant, Winslow replied svavely. 
“Now we wont be able to use one shred of evidence From here. 

Merylo Lit into him, founding good and mad himself. “You re Just sore 
‘cause we found the killer's hideout First. You're afraid ovr mugs ll get in 
the papers insteada yours. 

“There LL be no Contact with the press about this,” Ness stated. 

“Mr. Ness?” Merylo Looked like he couldn't believe it. 

Ness went on in a Flat voice. “You busted illegally into a club owned by 
some very Important people. People with Connections to Washington—all 
the way to the top. They're not going to like what we found here. 

“You can T Jst cover this vp, | arqued. 

“Mr. Pearson, Ness said, Fixing me with that hard gaze, “yov are way 
out of Your jurisdiction here. You re in no Position to be arguing with 
anyone. 

“But bon Can You Just... 

Ness interrupted me in a | harsh Tone. “We re going to do what's in the 
best interests of this country. 

Before | could say anything else, one of the uniformed men spoke 
briefly to Ness. : 


- | felt ‘averaheloed 
sadistic killer—nou 


From bes Journa lof Captain Jama 
Strategic Services 


I've served my country well over these pas 
Pearl Harbor, the COI got a makeover into the 
across Evrope, making my present rank of capt 
man Shouldn't have had To A l kne l 
hundred lifetimes. - 

Yet, with all that pain and agony | was 
able to forget those killings in Cleveland. A 
half-Finished. The truth was there forse whe 
Merylo over the years, but he never r n 
were looking for either. 

Imagine my surprise when this current 
circle back to the mystery that had so haun 
in Nuremberg to help log and identify ai 
during the war. My special interest in $$ 
leyendary, much to my o Bt T 
am sent. 

At the vault site, | was met ne aw 
incessantly, He led me down into the - 
take up arms against the legacy. of ti 

Lines of electric lights ran down th 
Shadows Continved to gather In every Ir 

“we've been pulling Junk ovt of that joi 
who escorted me said. ‘| swear those Kravt 
kitchen sink. | think they even got one of 
aim t painted ee since Mrs. Kaufman f art 
that reminds me.. 

“Yov ever come up for air, kid?” | asked, 

“what's that, sir? Oh, yeah. The mouth. He 
there were no hard Feelings. “Yeah, the boys a 
Patterson. Patterson, New Jersey, that is. That’ p wh 

We walked past another enlisted man coming ot A th 
to the vault. = 


Chapterıı Recovery of the Black Dahlia 171 


“Whats your name, private?” | asked as two men carrying a crate 
navigated down another of the tunnels. a 

“Private Benjamin J. Schwartz, sir. Most folks just call me i. 

"You're okay, Benny. How about Filling me in on this room you Foon?” 1 C 
followed the private into another tunnel, already starting to Feel fo 

“Oh, yes sir. It's a veal creep Show back in there. Make Boris Karloff 
crap in his drawers. Yov know what | mean? Yeah, some of the boys tried 
to go back there, but they got that place all rigged up. Petey was nearly 
crushed to death when that big door shut on him. Whatever it is they got 
hidden back there, they sure didnt want just anyone waltzing In and 
hauling it off.” 

| felt the weight of the rock above us start to settle in. You yet this 
deep In; with remnants of the war all around You, You n I a thinking 
about graves. It wasn 7 a good thought. 

“This is it, Captain,” the Private said af we turned a Final corner. He 
patted me on the shoulder. “Good luck.” 

“Thanks, Benny. Then | turned my attention to the huge door in Front 
of me. 


[% 
Take a good look at the door in y, 4 


front of you. It’s easy to figure out that 
this is a representation of the solar 
system, but when you touch one of 
the planets, you find that the repre- 
sentation is mobile. 


ever direction you choos 
Instead of calling a piane 


moving until it admo turns 
does, a use Planet #1 


Move Planet #6 counterelo Ww) : e 
into place. : 


Move Planet #4 daka ! 


Left-click on the sun to open the vaul 


Above the door is a mural. Going back over 
all the history and mythology you have 
learned these past few years, it’s easy for you 
to recognize the central figure in the painting 
as Odin, ruler of the Norse Gods. He was also 
the one mentioned in the papers Helen helped 
you decipher four years ago. 

Once you have lined the planets up so that 
they face the mural of Odin, press the sun in 
the center. The sound of gears engaging be- 
hind the door echoes through the dimly lit cavern. 


Chapter II Recovery of theBlackDablia 173 


Benny shows up again; he’s re- 
ally excited for you. Then he goes off 
to file a report. e 

Walking into the room behind the 
door, you discover three vaults lining 
the walls. All of them are locked. Start 
with the vault on the left. The locking 
mechanism on this vault looks some- 
thing like a manual transmission 
gearshift. 


The three vaults in this room can be opened in any order. 
They are in a certain order in this guide for convenience. 

The first two vaults you open—it doesn’t matter which 
one it is—contain only empty holders for the Skull and 
the Cup. The third, however, will have the Black Dahlia. _ 
In order to get the Dahlia, you must be able to get through 
all three puzzle locks. No one ever said that it was going 
to be easy. 


(Primas Official Strategy 


In the puzzle on Vault # 
maneuver the lever like 
retracting bars to unlock 
move the lever in the follo 


Push the lever left on 
Push the lever up on 
_ Push the lever righ | 
Push the lever do 
Push the lever right one 


Push the lever up 
Push the lever left 
Push the lever do 
Push the ~ 
Push the lever di 
Push the lev 


Push the lever dow 
_ Push the lever oe 
Push the lever up two 
_ Push the lever down one 


Once you have completed all the mo: 
locks automatically. 


Chaptert1 Recovery of the Black Dahlia 175 


When you have the first vault open, you find an empty case inside. It must 
have fit the Cup of the World Tree you found out about in the o in 
Angelo Santini’s bedroom. The Cup 
itself is gone, however. 

Turn your attention to the second 
vault now. This door has a series of 
eight keys and eight locks. Experimen- 
tation quickly shows you that many 
of the keys fit into more than one lock 
and that some of the keys can be 
turned in more than one direction. 


NO ar E To solve this puzzle, first get organized. Number the keys 
dg b 1-8 from left to right. Then number the keyholes 1-8 work- 
ing from left to right and top to bottom. 
Be very careful about working with one key at a time. 
The keys go back on other hooks than the ones they origi- 
nally came off of. 


Primas Official Strategy Guide 


NO! T E The proper order of keys and locks follows an wih 
é lrt FEE, the directions you should turn them: 


Key #4 goes in Keyhole #1; turn it to the right 


Key #8 goes in Keyhole #2; turn it to the right. - = 
Key #1 goes in Keyhole #3; turn it to the right. 
Key #3 goes in Keyhole #4; turn it to the right. 
Key #6 goes in Keyhole #5; turn it to the right. 
Key #2 goes in Keyhole #6; turn it to the right. 
Key #7 goes in Keyhole #7; turn it to the right. 
Key #5 goes in Keyhole #8; turn it to the right. 


When all the right keys are in the right hols and when 
they have been turned—the vault door opens automatically. 


Inside the second vault you find an empty case that probably would have 
fit the Skull of Landulph, but you’re too late here, too—it’s long gone. Move on 
to the third and final vault, and hope 
you get lucky—yourre definitely due. 

The locking mechanism on this 
one has seven levers, a button, and 
gears. After working with it for a few 
minutes, it starts to make sense to 
you; you manage to get it open. 


NO T E The solution to the third vault door puzzle is as follows: 


Number the levers 1-7 from left to right. 


Flip Levers #1, #4, #6, and #7 down by left- 
clicking on them. 


Press the red button eight times. 


Keep on pressing it until the gear flips over aoe 
allows the vault door to open. — 


Chapter I1 Recovery of the Black Dahlia 1 77 


Opening the third vault door re- 
veals that the last item has not been 
taken. The Black Dahlia itself sits 
on a perch, its runed sides gleam- 
ing at you. 

Don’t hesitate. Reach i in and take 
it. This is the prize that’s haunted 
your dreams for four long years. | 


From the Journal of Captain James R. Pearson, Office of 
Strategic Serviced 


| closed my aad on the Black e onghow a that it might 

burn me and scar me forever. Physically, | mean. Mentally, | didn't think — 
-there was any thing worse it Could do to me. 

Instead, the gem felt cool to the touch. | felt the runes beneath my 
Fingertips. | knew them all From memory, and now | could see some of 
them in the order | had assembled them In. _ 

footsteps sounded behind me. | turned and watched a pair of Military 

Policemen approach me, a third man trailing them. 
Goad work, Captain, one of them Said, holding onto a clipboard. ` ‘We it 
take over from here. 

“Take over what From here?” | demanded, but | had a a Suspicion 

what was going on. The military could be very covetous of the secrets — 
-— ee discovered. 
. “That gemstone there,” the MP said, pointing at the Black ait In my 
hand. ‘I'm going to have to ask you to hand it over. Were cataloging every 
item we take ovt of the place.” 
TU do no such thing. lve searched high and low For this gem, and rll be 
damned IÉ | turn it over To any body but My superiors. ] made My words — 
s harsh, making sure he remembered who was the ranking officer here. 
“Sorry, Captain, he said with a sarcastic grin to let me know | didn t 
scare him a bit. © ‘we’ ve just Following orders from General Bradley. IF you - 
like, you can take if up with him. In the meadine, lm a to have to 
insist You hand over pe gemstone. 


' fy Primas Official Strategy Guide 


| punched him in the chest with my Finger, driving home the anger | 
felt. “ALL right, sergeant, lll play it Your way. But you can be sure as 
hell I'm taking this vp with your superiors. 

“IE You like, You can File a requisition order with the quartermaster. | 
dovbt you UL have much luck, but you never know. 

And with that, they were gone, taking the Black Dahlia with them. | 
followed them for a while through the tunnels, drawn by the mystery 
that clung to that black gemstone. In a short time, they disappeared, 
leaving me there with my anger and Frustration. 


The Monastery 
1046 


i i Primas Official Strategy Guide 


The Wine Cellar 


From the Journal of James R. Pearson 


After the war, | stayed with the O$$ for a time, but they were Soon 
disbanded, No matter how many requisitions | Filled ovt, | never got to see 
the Black Dahlia. | think by the time | turned In my resignation, ld about 
worn ot my welcome with all the paperwork | kept pushing at people. 

| also kept up with all the supply sergeants and other personnel | 
thought might be instrumental in helping me Find the Black Dahlia. That 
included helping ovt with the take-home pay of several of them. 

But | never cavght a whisper of the Dahlia. I'm sure the military moved 
it ovt of Nuremberg, but | didnt have a clve where. Or why, 

After the DSS was disbanded, I'd thought | was going to have to Yo 
back to the States and try to yet a job. Maybe as a cop. Merylo had told 
me back then that I'd have been a good one. A few nights in taverns 
without anyone to talk to about the Torso Killer case and the Black Dahlia, 
that career switch even Sounded good to me. 

Instead, | ended vp using all that knowledge I'd gained by setting myself 
up af a Nazi hunter. ALL the $$ officers were In hiding, trying to Sneak off to 
South America and other countries. The hours were long and the pay was 
short, but | found a way to stay in Europe. | just couldn t give up hoping that, 
Somehow, the Black Dahlia would Find its way back into my hands, 

We seemed fated for each other. 

Then in the fall, an old Friend of mine From the war years Told me 
about several former high-ranking $$ officers who'd been meeting at an 
abandoned monastery near the Austrian-Swiss border. He went on to tell 
me that the monastery had been an elite $$ ceremonial center, and that 
it had probably been prepared for Such an event even as the war turned 
against Germany. 

That started me thinking about the monastery where Dr. Strauss had 
found the stained glass window that had the names of the officers of the 
Brotherhood of Thule on it. 

What really caught my attention was when he mentioned the village 
near the monastery. A series of dismembered corpses had been found In 
the surrounding lakes. After that, | put aside the other cases | was 
working on and got ovt to that monastery. 


Chapter T2 The Monastery I81 


Slipping and sliding through the debris, scudding in from the hole blown 
in the side of the monastery, you get to your feet and switch on your flash- 
light. The narrow beam doesn’t give you much light. 

Turn to the left, sweeping your 
flashlight across the boxes with the 
Wermacht insignias until you find the 
steps leading up. Go up the steps to 
the wooden door at the top. 

See the keyhole on the door? Yeah— 
well, old habits die hard. Take a peek. 

It looks as though you stepped into 
a live nest here—so, be careful. Turn around and head back the other way. 

Looking around from up here, you can see what looks like a deep hole in the 
ground between the stacks of crates. Your friend also told you about the tunnels 
that run for long distances under the monastery. Maybe this is a way down to them. 

When you get to the hole, though, 
you discover that it’s just a well. Per- 
haps it could provide you with a way 
into the underground tunnels, but 
given the facts that your flashlight 
won't penetrate the darkness very far 
and that the sides of the well look 
smooth, climbing down into the well 
could be one of the most dangerous things you have attempted. 

Return to the crates, stepping between the two stacks of crates to your 
right. There’s a winch that will help you work the well. 


TIe 


Walk up to the steps. Look over to the winch by moving the 


7 


. - mouse until you can see it. Walk back through the crates 
a, to get to the winch. Then, left-click on the winch to bring it 
ee” into closer view. The solution is to pull the left handle down 


and then pull the right handle up by left-clicking on the 
levers. This action lowers the rope. 

If you fail to lower the right handle down after the rope 
is let down, when you step onto the rope you will fall 
straight down through the well to your death. 

To get down the well safely, both levers have to be in 
the down position. 


barrels 


yy winch 


entrance 


At the winch, pull the left lever ‘down 
releasing the rope. Once that’s done, lower the righ’ 
ratcheting pawl, allowing the rope to peel off slowly 

Walk back to the well and use the rope to e 


years ago. 


At the bottom of the well, you find a torch. Once you ight 
lighter, things immediately seem to look better. The tunnel looks as 


Chaptert2 The Monastery 183 


Central Chamber Map 


Landulph’s 
Tomb 


Herald’s 
Tomb 


(0) 


Ọ n 
Pillars 
O O CZ Herald’s 
Key 
Central 
Chamber 


Scribe’s & Start in Well 
Tomb 


stretches on forever in front of you. Better get started. From looking around, 
you know that the Germans are still poking around. 
And there’s no going back up that well winch. 


NOT E Change to Disk #5. 
llit RN, 


Ea 
ey 


To get to the Herald’s Key area, left-click the mouse once 
and then take the right fork when you’re offered a choice. 
Left-click three times; then take the right fork when 
you’re offered a choice. 
Left-click three times and then immediately turn right 
to find the hidden area where the Herald’s Key is located. 


After wandering through the dark tun- 
nels for what seems like hours, you 
find a small alcove to your right. In- 
side the alcove is a small altar covered 
with candles, skulls, and pottery. 
Move closer and inspect the pot- 
tery. In the box at the bottom right 


side of the altar, you will find a brass 
oval. Take it and walk back to the tun- 
nel. Keep following the tunnel. 


Once you have the brass oval (actually a key), walk back 
out into the tunnel. When you exit from the alcove, the game 
has you facing in the wrong direction. Turn right to head 
in the direction you need to go. 

Left-click once and choose the right tunnel when you're 
offered a choice. 

Left-click three more times to get to the Herald’s room. 


At the end of this tunnel is a dank, quiet room with a number of lit torches 
around it. A sarcophagus is across from you against the wall. 


Chapter12 The Monastery 185 


The walls to the left and to the right 
hold the bodies of the dead. It’s funny 
when you think of it, but looking at 
all the designs, you recognize the fam- 
ily crest on the wall above the 
sarcophagus. This was the Herald’s 


room, and these collections of bones were old 
Louie the Fish’s ancestors. 

When you walk over to the sarcophagus, 
look up. You will notice that the ceiling in this 
area is impossible to see. It makes you won- 
der what might be hidden there, doesn’t it? 


Now study the sarcophagus itself. 

Look at the round indentation on 
the front of it. It reminds you of the 
flip side of the brass oval you found 
back in the alcove. __ 


Ae 1P =F If you haven't taken a look at the brass oval’s other side, 
LO right-click and go to Inventory to do so. Simply flip it over 


va F to see that the same design on the back of the oval is on 
sh n the front of the sarcophagus. 

To use the brass oval (listed as Artifact in your Inven- 
tory) on the sarcophagus, be sure that you have clicked on 
the sarcophagus’s keyhole, bringing it into close view. Then 
left-click on Use. 


When you fit the brass oval onto the sarcophagus, it lifts the sarcophagus’s 
lid. Inside is a very dead body, but notice how shiny the lid’s inside is. The 
runes on the ceiling are reflected on the lid. 


I Primas Official Strategy Guide 


Some of these same runes are on that bag of tiles you have kept all these 
years! Write the runes down in your notebook. 


T IP poe To write the runes in your notebook, simply left-click on 
: the reflection on the lid. When you go to use them later, 
however, remember that you have to reverse their or- 
der. Remember that you have copied the mirror image of 
the runes. 

Be sure you left-click on the reflection of the runes to 
add them to your notebook! 


That’s the only secret in this room. Time to get moving. Wander back into 
the tunnels. 


__ Leave this room by left-clicking on the doorway. In the tun- 
Le nel, left-click twice and then turn right at the Y. 
Left-click once and then turn right at the second Y. 
Left-click twice. This puts you into the area marked as 
CENTRAL CHAMBER on the map. 


As you enter the large central chamber of the labyrinth, turn to the right 
to see the altar area. 


Approach the altar. You will 
discover that the four pillars around 
the altar each have four rings. Each 
ring has 16 runes, totaling 64 runes 
altogether at the altar. A little experi- 
mentation shows you that all the rings 


revolve, giving you an incredible num- 
ber of combinations. 

For now, leave the pillars alone. 
You need more information before 
you can solve this puzzle. Turn 180 


degrees to face the 


Opposite the alt 


~ the dust- lined tunnels—your torch 


Central Chamber 
the ik to return 


| eft-click 4% dk oe hen turn ER at ha third Y 
€ t-click three times to enter r the Scribe’ s Tomb. 


: The Scribe omb 


_ Twisting and turning through more of T, 


cleaving the ea soon find 
yourself i in another tomb. — 

~ The sarcophagus- in this room is 
a on the left side. There’s no lock hold- 
ing this one shut. Evidently, the lid 
was shattered ao 


On the sall a the 3 Bebe ee 


there is a statue of a man arrying a rolled fo 


_ parchment; a small pool rests at its feet. 


Peering into the pool, you don’t see any- a. 


thing. The water does not appear Nagle a foun 
Enough poking around ‘fe . 
trained investigator, : so investiga 

| deen. — : 


fy Primas Official Strategy Guide 


Sure enough. When you look inside the sarcophagus, you see pieces of a 


broken tablet among the scattering of bones. Gather the tablet gee and see 


if you can put them together. 


T IP => Left-clicking on the tablet pieces puts them into your In- 

een ventory as Stone Pieces. You will discover that, although 

a bs you can manipulate them in the Inventory, you have no © 

ge” " clue as to what they do. — 
; To solve this puzzle, take the Store 

Pieces over to the small pool at the foot 

of the statue. Next, Use them on the 


wate the runes written on them are 
then revealed. 

This is the correct assembly pat- 
tern, complete with a Fa and After 
picture. 


Putting the runes together will be tough if you can’t see what’s on them. 
Take the tablet pieces back to the small pool behind you and see if you can 
clean them up. 


ment Helen Strauss gave you. It only es a few minut 
tablet together. Copy the runes into n notebook. 


=> After walking through the door, fol 
Left-click two times and then | 
Left-click two times and then 
Left-click three times and then 
Left-click one time and then turn | 
Left-click four times and then turn l 
Left-click two times to c arrive in the e 
Tomb. 


The Sergeant at 
Arma Tomb 


Take a look around this room. You 
don’t need your investigative skills 
and deductive reasoning to realize 
that you have arrived in the Sergeant 


and the oer iem scatters 


NY h Primas Official Strategy Guide : 


you don’t find much of interest. When you appt ick the sarcophagus, how- 

ever, you find another puzzle-lock that will test your mental abilities. 7 
Set to work on the sliding block to figure out the combination in n order to. 

open the sarcophagus. |... 


z~ Getting to the puzzle-lock on ae of Pe e sarcophagus e ae 
F quires clicking on top of the coffin. ë ž > ~ 
To open the slider Lee on the sarcophagus: - SS 


Chapter 12 The Monastery 


Inside the sarcophagus, you find 
the last remains of a particular Ser- 
geant at Arms. Clasped in the 
skeleton’s bony hands is a sword that 
you should inspect more closely. Along 
the spine of the sword blade are four 
runes that you need to copy. 

After you have copied the runes, 
turn and walk out the door. There’s 
one last tomb to raid. 


HIP 2 


A a 


After you walk through the door, follow the following di- 
rections to reach Landulph’s Tomb: ae 
Left-click one time and then turn left at the Y. 
Left-click two times and then turn left at the Y. 


IOT 


Left-click three times and then turn left at the Y. 
Left-click three times to arrive at Landulph’s Tomb. 


Landulpha Tomb 


As soon as you step through the doorway, the underground tunnels you’ve 
been following break away into a large smoke-filled cavern; the glow of hot 


magma comes from below. A bridge 
lies ahead of you and leads to the 
fourth sarcophagus. 

The bodies in the iron cages on 
either side of the bridge don’t exactly 
promise a vacation in getting across 
the bridge. Still, you have to see what’s 
in the sarcophagus if you want to solve 
this mystery. 

Stepping on the first step up the 


stairway leading to the sarcophagus proves you’ve got trouble. An arrow nar- 
rowly misses you, thunking into the torch you're carrying. Look down at the 
steps in front of you. Several runes are carved into the front part of the steps. 


From your studies of the Nordic runes 
over the years, you know that the rune 
means travel, while the rune þ means pain. _ 
That’s got to be the clue you were looking © 
for. As you ascend the stairs, only place your 
feet on the steps marked with the rune for 
travel. 


The path up the stairs can be tricky, especially when you 
discover that you have to come back down the steps with- 
out being able to see the runes. Number the three sections 
of steps 1-3 from left to right. Then left-click on the steps in 
the following order to reach the sarcophagus: _ 


3 


Be sure to Save before you start up the steps. If you 
left-click on the wrong section, you will be shot with an 
arrow and will fall over the side of the bridge to your death. 


At the top of the stairs, turn your 
attention immediately to the sar- 
cophagus. 

Notice that the lid has been bro- 
ken. Examine the lid anyway to get 
the four runes written across it. 


Chapter12 TheMonastery 193 


TIEF = Be sure to left-click on the lid again to write the runes in 
I your notebook. You will need them if you are ang to solve 
the puzzle of the Central Chamber. 


Next, take a look inside to see what’s left 
of Landulph. Someone has taken his skull, 
which lets you know that someone is already 
working on the ritual. 

With the runes copied into your notebook, 
go back and count all the runes you have 
copied since this case began. There are 24, 
exactly the same number as the tiles in the 
bag of runes Pensky got from Santini. Take 
the opportunity now to put it together. 


_» Below is a list of the runes and the order in which they 
~~ should go (from top to bottom). 

Also, take time now to reread the papers you took from 
Angelo Santini’s room. 


x << Rk OF 


N $ RT 


rf $ X KF R 


down the stairs. 


TIP _  Left-click on the bridge to start back down. To take the — 
BPE correct path back down the steps, renumber the sections 
1-3 from left to right. Go down them in the following order: 


1 


At the bottom, left-click on the doorway twice to return 
to the tunnels. To get to the Central Chamber: 

Left-click twice and then turn left at the first Y. 

Left-click once and then turn left at the second Y. 

Left-click four times and then turn left at the third Y. 

Left-click four times and then step out into the Central 
Chamber. 


The Pillars in Runes 


Upon entering the Central Chamber, turn left and walk to the altar. Thinking 
about the runes you have copied, you realize that there were four groups— 
four groups of runes and four pillars with turning rings that each bear runes. 
Coincidence? Not very likely. Turn to the pillar to your left and start rotat- 
ing the rings of runes. Each officer in the Brotherhood of Thule probably had a 
pass code to open the altar. Do you remember the papers in Angelo Santini’s 
hiding place concerning the burial place of the dead abbot? If your geography’s 


right—and you haven’t lost your way—you must be somewhere sade aai oa 


Chapter12 The Monastery 195 


Go to work on the pillars, trying the combinations of runes you found in 
each sarcophagus. 


We will solve the pillars in the following order: : 
1. The left front pillar. 
2. The left back pillar. 
3. The right front pillar. 
4. The right back pillar. 


Take a moment to copy the runes from the game note- 
book to a piece of paper. This will make things easier. 
Left-click on the first pillar to your left. Dial in the com- 
bination you got from the Herald’s Tomb by left-clicking 
and holding the mouse button down. Drag the cursor to 
spin the ring, and line the runes up in the center between 
the two metal clasps above and below the rings. (Remem- 
ber to reverse the rune list, because you copied the runes 
from a reflection on the sarcophagus’s lid. If you don't re- 
verse the whole order, you'll be able to put the Herald and 
_ Scribe runes on the wrong pillars.) 
Next, back off and left-click on the second pillar to your left. 
Dial in the rune combination you got from the Scribe’s Tomb. 
Back off and left-click on the first pillar to the right. 
Dial in the rune combination you got from the Sergeant at 
Arms’s Tomb. 
Back off and left-click on the second pillar to the right. 
Dial in the rune combination you got from Landulph’s Tomb, — 
Once you have all the pillars set properly, the secret _ 
door against the back wall opens behind the altar. 


With a grinding roar, a concealed door opens behind the altar. Knowing 
you're very close to your goal, you go through it. 


NO: k « Change to Disk #7 


Primas Official Strategy Guide 


Hey, Abbot! 


Daylight breaks softly againsi 

nate crypt in front of you. The effi 

an aged monk is embossed on the do 
Approach the sarcophagus to take - 

a peek. While you’re looking at him, 


recall the prophecy in Santini’s papers 
that mentioned Estefan, the man who 
fooled the evil archbishop. The legend 
reads that, if the casing that once 
housed the Black Dahlia is returned 
to him, his soul will be freed to seek 


, stairs 
binoculars 


two movable 
mirror sections 


3rd movable 
mirror section 


glass lens 


| dagger in wall 


secret passage 


Chapter12 TheMonastery 197 


eternal rest. And look—the effigy’s hands are cupped...kind of in the shape 
and the size of the casing. 

Curious, huh? 

Maybe it’s time to put the fable to the test. Walk up to the sarcophagus 
and put the Black Dahlia casing into the effigy’s hands. 


_y To put the Black Dahlia casing into the effigy’s hands, left- 
click on the effigy to get as close as you can. Next, go to your 
Inventory and select the Bag of Runes. Left-click on Use. 


As soon as the casing sits in the effigy’s hands, smoke curls and rises, 
filling the room. As you choke and gasp for air, visions of Odin and the Broth- 
erhood of Thule fill your mind. Also, there are images of demons and foul things. 

The smoke clears from the room, but you notice the way the effigy’s eyes 
start to glow red. Something is causing this; try to find out what it is. 

You briefly check the door in front of you and discover that it’s locked 
tight. You have to find another way out of this room. 

Dropping down into the trench to 
your right, follow the stairs down. 
Turn left immediately and look at the 
end of the sarcophagus. Two check- 
erboard patterns draw your attention. 
When you reach out to touch them, 
you discover they revolve, revealing 
other surfaces. 


LE 


Zo around. The left checkerboard turns counterclockwise, 
while the one on the right turns clockwise. 


T IP __ Left-click on the checkerboard sections to move them 


With a little experimentation, you discover that these revolving sections 
have three sides. One of the sides appears to be a mirror. 

Walk around the sarcophagus. There are more checkerboard sections here, 
but none of them are mobile. Look at the round glass surface near the far end 
on your left—that’s definitely interesting. 


doda To its right, het appears — 
to be binoculars jut from the wall. — 
Take a look through the binon- 
dars. Smoky, red- hot magma seethes 
below the sarcophagus? s lid. It looks 
as thone there le be somet} ng at 


the other end, where the other two 
moving sections are, but it’s hard to tell. 

Pondering the possibilities of the 
mirrored sides of the moving pieces 
and the glass on the other side of the 
sarcophagus, you think that you can 
do something about your limited vi- 
sion. Adjust the mirrored side to your 
left first, fixing it so that the mirror 
points toward the glass in the 
sarcophagus’s side. 


To solve the puzzle = the sarcophagus aed the mirrors, — 
you need to line up the mirrors so that you can see through 
the glass lens in the side. You will be able to see a secret 
through the binoculars at that time. oe 
Adjust the mirror beside the binoculars by turning it __ 
until it faces you. Then, left- -click on it one more ime 
At the other end of the sarcophagus, adjust the left 
mirror so that this mirror faces you. fica se le : 
one more time, too. 
Turn the mirror on the right until it faces you, , too. hen, 
left-click on it once. _ 
When you return to the binoculars at he otl rer 
the sarcophagus, you will see the secret. 


Once you have adjusted the mirrors to the angles that you thir ik y 
need, return to the binoculars. Peer through. You can see an imag 
you don’t know where it is. 


Chapter 12 The Monastery 19 9 


Logic suggests that it has to be somewhere on the side where you found 
the glass lens. Return to that side of the coffin and look at the wall. It only 
takes you a moment to find it. 


T 1P __» Ifyou have trouble finding the secret image, get in front of 


a gt the wall where the glass lens is. Turn so that the lens is in 
me : front of you. Then run the cursor along the wall opposite 
ss” ` the glass lens. The secret item lights up when you run the 


cursor over it. 


Approach the secret area cautiously. Checking it with your fingers, you 
find that a dagger is embedded in the wall. Pull it out carefully, and you 
reveal the hidden door. 


The Price of Failure 
From the Journal of James R. Pearson 


| pocketed the dagger | pulled ovt of the wall. It surprised me when 
the hidden door opened up in Front of me in spite of all that I've been 
through. Even being predisposed to all the events that have unfolded 
around me, | guess that | maintained some doubts. 

| took ovt the lighter and my pistol. Then | stepped into the darkness. | 
found a door at the other end and let myself through Info a roam that 
was Filled with Nazi paraphernalia and the all too familiar red, white, and 
black Flay. | stood there for a moment, having a harder time believing a 
Nazi stronghold had been overlooked in the monastery than | did in 
believing I'd just released the foul of a good man who'd given up his Life in 
the Fight against the darkest evil. 

Then footsteps Sounded behind the other door, getting closer. | stepped 
back behind my door just in time. Peering through the crack that | left by 
not closing the door all the way, | Saw a man enter The room. 

He acted totally unconcerned as he hung up his hat and his coat. It 
took me a moment to recognize him. But when | did, | had no doubts about 
what | was going to do. | rolled the hammer back on my .45 and advanced 
into the room. 


200 _ Primas Official Strategy Guide 


“Well, well, well, I said, trying to sound as if Vd Just arrived with a 
group of Marines instead of showing vp by myself. “IF it isn't Von Hess. 
Fancy meetiny you here, d prodded him between the shoulder blades with 
the .45, not letting him turn around, letting him know | had it there. 

Startled, Von Hess put his hands up. “Who?” 

“What's the matter? You don t remember me? Well, | quess it has been 
a while since my days at the COI in Cleveland.” 

“Ah, Mi. Pearson if I'm not mistaken. Suddenly confident, Von Hess 
turned around. 

“Uh vh vh.” | waggled the pistol in his Face. “No sudden moves. It would 
be a shame to have to use this.” 

“Don t be a fool! You're hopelessly outnumbered! You won T get ovt of 
here alive!” 

“Yov don t suppose | was dumb enough to come In here without iy 
backup, do Yov?” And | tried to Sound like | wasnt, Moving ovt of cover 
like that wasn't one of My brightest moves. But seeing Von Hess again 
after all these years hit a red-hot nerve in my brain that temporarily 
snuffed ovt all thoughts of survival. 

“You're bluffing.’ 

“Just go ahead and try me.” | grabbed him by the lapels and shook him 
hard enough to make his Confidence go away. “Besides, Your men aren t 
going to be doing any shooting af long as lve got you here. 

“It seems that yov have me at a disadvantage then. 

Yov re damned right l do,” | told him vehemently, grabbing him by the 
lapels. “And now yar "ve going to answer a few questions. 

“As You wish, 

“What's going on ovt there?’ | asked, referring to the activity I'd 
spotted in the monastery. 

“They are sanctiFying the ritval items.” 

“What items?” 

"You know, if would be better For you IF you let me go. You are In an 
impossible situation here.” 

“Yeah, yeah. | appreciate the concern. Now I'm not going to ask you 
again: What ritval items?” 

“The skull and the chalice.” 

“They won't do yov any good without the Dahlia.” It Felt good saying 
that, letting him know | was playing his game as close as he was. It Felt 
even better watching that calm exterior come apart. 


Chapter 12 TheMonastery 201 


“How did You know? 

“| spent Five years trying to Figure ovt what that gem's secret was.” 

“Then yov know whoever Controls the Dahlia oan Control the world.” 

“What?” | couldn't believe what he'd jest said. “What is it with you 
Kravts and ruling the world anyway?” 

"You realize you have no hope here. Your sitvation if hopeless. You are 
surrounded by a force of men who were once the elite officers of the $$. 
| can assure you, however, if you surrender youll be treated most 
considerably. 

“I know what your idea of Consideration if: a bullet in the back of the 
head. | don't think fo." 

Von Hess didn t Look happy abot my decision. 

| shifted gears, getting back to the past that had led vs here to this 
moment, “| want to know what really happened back in Cleveland in 41, 
How did you get To Dr. Eisenstadt?” 

“But | didn t get to anyone. | was held For questioning. | was in Your 
custody the entire time. When war broke ovt, | was sent back to my 
native land.” 

“Then who killed Eisenstadt? Who took the Dahlia?” 

“I have no idea what youre talking about. 

| pushed the .45 up under his chin, hard. “Don + play me for an idiot. 
Yov were in the Raven Room For a reason. Who killed Eisenstadt?’ 

With the .45 at his throat, Von Hess's perfect English lost its polish. “I 
swear, | did not kill This man.” 

“Then who did?” 

“I do not know. Von Hess hesitated before answering, and his eyes cut 
away from mine. 

l knew | wasn t getting the troth. “Youre lying! Spill 

“Po what you must. There are fates worse than death.” 

My anger took over then, spilling ovt of me before | could stop it. | 
Swuny at Von Hess, hitting him full in the mouth. 

He looked stunned, but he took it. 

“You've been playing me for a sap ever since Cleveland, | grated. Tve 
had about enough of it. Tell me whos behind all this!” 

| don't—" 

“Tell me!” | hit him again, turning his head around. 

“So like a boy. Playing at cops and robbers! Yov have no idea when 
you re in over Your head!” 


my gun up. | couldn t believe it when | i | 
Into the room. Four hard-Looking men with ques 


“hGant let yov get all the glory, old spor 
‘Bet how did Yov.: ~ 
“My informants hoe have gotten the same ti 
Investigate the monastery, We faw You bumblin aro 
like you might be in a spot of trovble. So | though 
Winslow turned his attention to Von Hess. “Who's 
“He's an acquaintance of ours from the old 
we arrested im Cleveland? His name T Von Hess. 
Winslow looked at the German. ‘Why, it is \ 
me, a smile on his face. “Mind if | ne a wor 
“| guess not: : 
Getting close to Von Hess, Winslow iat 
Von Hess acted more nervous than he ha 


“What $ golng on?” | demanded, ae le Clo. ¢ 
any sense at all, but | was catching up ate M 
sickeningly. : 


Flanking me with ows in their hands. 
“You left it behind?’ Winslow asked In a 
“The Americans were everywhere!” Von He. 
“You bungling idiot!” In an eye blink, Winslos 

holster and Fired pomntblank Into Von Hess's ches 
“what the hell are you doing?” | asked, starti 
Winslow Ignored me, emptying the pistol's whole clip. ied 

mans body jerked on the ground. “Never could abide Incor 
| decided not to say a word, hoping to get my pistol up 
anyone noticed. 


Chapter12 TheMonastery 203 


Winslow didn't miss it. “No. | think it best if you drop that gun, sport. 
Nasty thing Could go off at any second. 

Not having any choice, | gently laid the pistol on the ground. | Looked 
back at him. “I don't get it. What's Your game, Winslow?” 

“Dh, you always were rather naive, Jimbo. | thought we `d just sor 
lucky when you led uf to the Brotherhood s messenger. But really...Dr. 
Eisenstadt, the Torso Killer himself. It's almost too much fto ask. And You 
led me right to his back door where he wouldn t suspect a thing.” 

It all came together for me in a rush, “You! Youre the one who killed 
Eisenstadt” 

“why, yes. Winslow tipped his hat to acknowledge the feat. “Guilty as 
charged. Not as smart af you thought you were, eh, sport? 

“Smart enovgh to yet to the Black Dahlia before yov. 

That announcement set him back, but he worked quickly to cover his 
surprise. “You have it?” 

“Yeah, that’s right | have it. But you tell me, if this thing if so 
important, why'd you ever let it go? 

“I+ was that fool, Hitler. What a pathetic little man. We thought of him 
as a god, but what did he do when we handed him the means to control 
the world? He buried it underground. 

“where the damn thing belongs, | assured him. 

“Ah, Jimbo, you disappoint me, | thought you of all people would 
appreciate its...grandeur, 

“There's nothing grand about it. That gems brovght this world nothing 
but evil.” 

“Sacrifices have been made.” Winslow took his hat off and handed it to 
one of his men. But isnt that the truth behind all of man $ glorious 
endeavors? The pyramids were built on the backs of a thousand slaves, The 
Coliseum on the blood of its gladiators. Empires on the lives of their soldiers.” 

“ALL testaments to madmen. Pencil dicks Like You. 

Winslow moved before | expected it, driving home a Solid right hook to 
my stomach, | collapsed, going down to my knees, 

“where is it?” Winslow demanded. “Where's the Dahlia?” 

| struggled to get the words ovt. “l... Sold it. To a Five-dollar 
prostitute. Hows Your mother these days, Dick?" 

Winslow only grinned at me. “Clever, Jimbo.” Then he hit me, driving 
me down to the ground. ‘Where if m 


V Primaa Official Strategy Guide 


“Shove it up Your ass.” - 

“Ah, well. | didn't expect you to cooperate. You shan't deter me for 
long. We ‘ll Find the Dahlia.’ 

“Not if | can help it.” 

“Jimbo, really. You're in no Position to stop me From doing anything,” 

“As long as | have the Dahlia—” 

“Bot You don t, do you? You were quite good there for a Moment, 
sport.” Winslow turned and shot a grin at his men. “I really did believe 
that he had it.” His eyes came back to mine. “But if yov really did have 
it, 13 never would have told Me, now would You?” 

“So now what?” | asked. 

“l could spend a few hours torturing you just for fun. But I'm afraid | 
really don't have time for that now. The only thing to do...1f = i — 
It’s a shame really. | always did like You, Jimbo.” —_ y 

“| can see you're all busted vp. 

“Good-bye, old sport.” Winslow raised his pistol. 

| waited For it to come, staring down the barrel of that pistol. The 
Seconds dragged on. 

Without warning, Winslow s gun Snapped. But it didn't Fire. He tried it 
again, but it was empty, all of the bullets spent on Von Hess. He pulled the 
pistol off me, then spoke in German to one of the men. Winslow left the 
room without another look at me. 

All of them but the man hed talked to followed him. The guy waited 
about a heartbeat after they d left, then he started kicking me. | 
grabbed his leg. Before he could shoot me, | Flipped him to the ground and 
buried that ceremonial dagger I'd found into his chest. 

He struggled for a moment, then went limp. | grabbed the pistol and 
hurried after Winslow. 

But it was too late. By the time | got outside, they were all gone. 

| couldn't believe Winslow had been operating behind my back so well 
In Cleveland. Maybe | was naive, but | wasn t golng to stay that way. 

And he was wrong about one thing. | did know where the Black Dahlia 
was. Now It remained to be seen if | could talk Uncle Sam's military ovt of 
it. Turning Winslow In af a German SPY would earn me fome bonus Points. 

| hoped. 


aif y Primas Official Strategy Guide 


The Mystery of Matt Collins 

The manhunt for Dick Winslow is on after you make your report to the proper 
authorities. Unfortunately, you also discover that the Black Dahlia is miss- 
ing, too. It takes you some time, but you find out that a member of the- 
quartermaster corps swiped it and then sold it to a young airman named 
Matt Collins. | 

Once you find out where Matt Collins is billeted, you head there immedi- 
ately. One of the airmen in the billet, however, has some bad news for you 
when you arrive. 

According to the airman, Matt 
Collins has been killed in a training 
exercise. As you listen, you realize that 
the young man is right in thinking that 
something strange is going on. It 
sounds as though someone deliber- 
ately killed Collins. 

When you ask him about Collins 
in detail, you find out that Collins sent 
the Black Dahlia home to his girlfriend. 
Ask him where Collins’s bunk was and then go search the footlocker. 


T IP _7 To search the footlocker, left-click on it. Once you’re inside, 
re BA $ Shift the contents around by left-clicking on them and scoot- 
X < ing them. There are a number of things to look at, but what 
J l you want are the letters Collins received from his girl back 
in LA. You find them under the drawer on the left side of 

the locker. 

Left-click on the drawer and drag it to the right side of 
the locker. Left-click through the contents to get the picture 
of Elizabeth Short and the letters with her address. 

Left-click on the letters to get the address added to your 
notebook. 


F 


Over the last few years, searching has become one of your best skills. The 
young airman was right about only a few things being in the locker. Your best 


Chapter 13 Pursuit 237 


finds are the photograph of Elizabeth Short 
and the letters Collins kept with her return 
address on them. 

Inside one of the letters is another pic- 
ture. You talk to the young airman and ask if 
it’s okay to take the picture. He says sure 
and that Elizabeth is becoming a popular girl. 

When you ask about his response, the 
young airman describes the other man, who 
asked about Elizabeth, well enough for you 
to know that it’s Winslow. Winslow even went on to tell the young airman that 
he was going to see Elizabeth in LA. 

A cold chill runs through you when you realize that Winslow has picked 
up the trail, too, and that he’s ahead of you. 


Making Tracka 


Trying to catch up to Winslow, you end 
up back in the States aboard a rail- 
road train going from New York to Los 
Angeles. While you’re eating, you no- 
tice the ashtray in front of you has 
cigarette butts in it. Inspecting them 
more closely, you recognize them as 
the Turkish cigarettes Winslow is so fond of. 


T iP A Left-click on the ashtray in front of you to get the Turkish 


ZA cigarettes clue. 


we 


Since the cigarettes are there, it means that Winslow must be on the train, 
too. Call out to the porter and ask him if he saw who was sitting at the table 
before you. 

He can’t remember the name of the person, but he’s sure it wasn’t Dick 
Winslow. He promises to check the dining car seating chart when he has the 
time. At the present moment, he’s busy. 


fy Primas Official Strategy Guide 


Impatient about getting to Winslow if he’s on the train, you go to the porter’s 
station to take a look at the seating chart yourself. It’s on the podium where 
the porter was standing when you called him. 


T IP P To get to the podium, left-click on the doors, but don’t go 
gre through them. Turn to the right and left-click twice on the 
eee paper on the podium to get a good look at it. 


Dick Winslow’s name isn’t on the 
dining room chart, but look at line 4, 
shift 2. Matt Collins is definitely a 
name you recognize—and the Matt 
Collins you know of isn’t in any shape 
to be traveling across the country. 

You know from experience that 
the chief conductor has an office at 
the back of the train. Skip the meal 
and get back to the conductor’s office. 


L IP SF To get to the conductor’s office, you have to go through six 


a DAIA passenger cars and the baggage car. It’s a long trip, but you’re 
S ig about to find a map that will cut your travel time down. 
G — 


Pulling Out All the Stopa 


The conductor is in his office when 
you arrive. He’s the epitome of a pro- 
fessional, and you get the feeling that 
you're not going to be able to shuck 
and hustle him easily to get the infor- 
mation you need. 

Ask him about room assignments. 
Knowing that Winslow is traveling un- 
der the name of Matt Collins, ask for 
him by that name. 


Chapter 13 Poit 299 


Type in MATT COLLINS when the conductor asks you for 
the name of the party you want to contact. 


The conductor checks his list, but tells you that Collins left specific in- 
structions that he didn’t want to be bothered by anyone. 

Stonewalled for the moment, go back out into the baggage car and think. 
Undoubtedly, Winslow brought luggage on board the train. Maybe you can 
get his room number from the luggage. 

As you search through the luggage, you notice the big brown suitcase 
near the crate in the center of the baggage car. You pick it up to search 
around it better, sitting it on the crate. The train is vibrating so much, though, 
that the suitcase falls to the floor. 

The train’s brake cord is above the crate. One good pull on that and you 
could stop the train and call in security. Winslow probably would get away in 
all the confusion, though—if you could get the train security people to listen 
to you, that is. Getting the man one-on-one would be a better solution. 


WO Sh E Do not pull the brake cord. Doing so will get you thrown 
A mN off the train immediately and will end your game. If you 


haven’t Saved the game in a long time, now is the time 
to do so. 


Although you have searched dili- 
gently, you realize that this effort may 
all be in vain. Winslow has buried 
himself into the train; hell be diffi- 
cult to find if you don’t get a look at 
the passenger list. 

On your way back to the con- 
ductor’s office to make another 
attempt on the conductor’s sympa- 
thetic side, you notice the map on the 
door you just came through. Take it 
up because you'll need it. 


Cy 


While you’re taking the map, you 
also notice a roll of string on the 
shelves to your right. Seeing the string 
gives you an idea; pick it up. 

Take the string back to the suit- 
case that fell off the crate. Pick the 
suitcase up and put it on the crate 


(Primas Official Strategy Guide 


= You couldn’t have gotten the train map the first time you 
j went through the door to the conductor’s office. It wasn’t 
active at that time. When you unfold the train map, though, 


you see that it maps out all the cars, 


though none of the sleeper cars by 


number. 
Left-click on the folded map in the 
slot to add it to your World Map function. 
Left-click on the String to the right 
of the door to add it to your Inventory. 


again. This time, though, tie the string 
to the suitcase and to the brake cord. 
When the suitcase vibrates off the 
crate, it pulls the brake cord. After you 
have tied the string to the suitcase and 
the brake cord, head back to the 
conductor’s office. After the train comes 
to a grinding, screeching halt, the con- 
ductor goes to investigate. Maybe you 
can get a look at the passenger list then. 


Pick the suitcase up and put it on the crate. Go to your 
: Inventory and select the String. Left-click Use to make all 
a e the necessary arrangements. Then get back to the 

conductor’s office as quickly as you can. 


Note: If you don’t leave the baggage car a the tied 


suitcase falls, you'll be kicked off the train. 


Chapter 13 Fu 2i 


As you leave the baggage car, the brakes lock up. He hurries past you to 
see what the problem is. Now get back to his office and search the list. 


1 — 
NO fy E Right-click on the mouse and then left-click to bring up the 
ZX supplemental list. Left-click on the World Map and then 
o Z left-click on the Caboose to go there. 


Gre yo 

Knock on the conductor’s office door to be sure that no one is inside. Then 
show yourself on in. The passenger list is in the desk drawer on the left side. 

Scanning down the passenger list, 
you find Matt Collins listed on the first 
page. His car and room are #283 and 
#7, respectively. Your train map, how- 
ever, doesn’t list the cars by number. 

Being the trained investigator that 
you are, you note that a couple in Car 
#823 needed a cradle for their baby 
and that a woman on Car #238 needs 
_ wheelchair assistance. 

The next thing that catches your eye is a repair list for all the sleeper cars. 
You make a note of the repairs supposed to be done to each car. Car #283 is 
supposed to have a light fixture replaced, carpet stains cleaned, shellac for a 
chipped railing, and a broken number plate replaced. The broken number 
plate has been checked off, indicating that it’s been finished. 

Leave the conductor’s office and get ready to search the sleeper cars. 


Runeo! 


After walking through the baggage car, you start taking stock of the sleeper 
car, matching it against the list of information you have compiled. In a short 
time, you find the car you’re looking for. Through a process of elimination, 
you figure out that Car #283 is three cars up from the baggage car. Left-click 
to go there immediately. 

You ease into the compartment behind door #7, expecting to catch Winslow 
in the room. But he’s not there. After looking around the room and finding 


N : Primas Official Strategy Guide 


the eases case filled with black 
Turkish cigarettes on the nightstand — 
next to the bed on your left, yo 
that you have the right room. - 

To the right of the door | as , you — 
enter is a chest of drawers. Inside the 
top drawer, you find a piece of paper 
with a rune drawn on it. 

Curious about it, you pick up the 
paper. Ink smears across your fingers. Without warning, you start to feel 
woozy and sick. Almost out of control, you stumble over to the bed and lie 
down, hoping the feeling will pass quickly. Instead, a powerful hallucination 
sweeps over you. Images of you falling long distances, of Winslow’s voice chant- 
ing insanity, and of laughter fill your mind. 

A young woman’s voice brings you back to the present. When you open 
your eyes, you see a beautiful young woman standing over you; a look of 
irritation fills her face. 

She tells you that you’re in her sleeper. Still under the influence of the drug, 
you make the connection that Winslow/Collins is no longer there. You also 
discover that you’re in Chicago already and that you've been asleep for hours. 

The young woman thinks that you got drunk and that youre sleeping it 
off. You tell her about Winslow, though, not wanting her to run and get train 
security. 

For some reason, no matter how strange it must sound to her, she be- 
lieves you. She also tells you that her name is Alice Casey. 

Your hurried departure upsets her again. You’ve got to get back to the 


conductor’s office to find out about Winslow. If he’s changed sleeper cars, - — 


where is he now? 


T LP _» Right-click on the mouse to bring up the supplemental 
list. Left-click on the World Map and then left-click on 
X í the Caboose. 

aT" 


The conductor sits at his desk when you arrive. You ask about Matt Collins. 
He tells you that Collins got off at Chicago and took the Express, which will 
reach Los Angeles at least 20 hours ahead of you. But you also find out that 
Collins left his baggage behind. 


Chapter 3 Pursuit 273 


Return to the baggage car and con- | 
duct a search for Winslow’s baggage. 
After some digging, you find a file on 
a shelf to the right of the door where 
you got the train map. 


D IP ~ Left-click on the baggage chart twice to take a look at it. 


The tag number for Matt Collins’s 
luggage is 0100AA. Knowing that, you 
begin to search through the suitcases 
and crates in earnest. | 

You find the trunk in the center 
section of the baggage car. 

Opening the trunk proves difficult, though. Winslow has safeguarded it 
with a trick lock. It takes some doing, but you can open the trunk. 


Trunk Puzzle 


pinA 


handle holes 


LA 


front center hole B 
e e 
hole B 


side 
handle 


(later called f 
front handle) ront hoop 


front center 


11. 


12. 


_ Remove the handle eee the ad and 
top pair of holes over the top and fro 


10. 


Remove small a <a fom the > loop 
it in front hole “A” to the left of the long } 


Remove large pin “B” from the front loop a 
it in front hole “B” to the right of 1 the long h 


Flip the top hasp doar and open tl he 
hear a click as the side handle I 


Close the lid; the side handle 1 
and free. S 
Flip up the top hasp and the front hasp. 


Remove pin “B” from front hole : 
the front center hole “B” that was. rm. 
ered by the front hasp. — 


Slide the front hoop up. 


Remove pin “A” from the ae left hole a 
in center hole “A” that | was a di 
front hoop. — 


Remove the side handle plate and Tae it 
front, fitting the newly opened notch over the — 
raised front hoop and putting the four pins into 
the four small front holes. 


Remove the handle from the top and r it into 
the holes in the plate that has just been placed 
there. (Note: There is not enough clearance o 
the handle to fit over the front hoop in its upper - 
position without the added Mickar: pr 

by the plate.) — 


Slide the secret front panel up. 


Chapter13 Pursuit 215 


Peering inside the opened trunk, you notice a slab of intricately carved 
black stone. It looks a lot like the missing piece of the sarcophagus lid from 
Landulph’s tomb in the crypts beneath the monastery. 

Wanting to foil Winslow’s plans for delivering the trunk, you switch pa- 
pers with the box next to it. 

With Winslow off the train, there’s only one resource left for finding out 
what he may possibly be up to. You have got to get back to his compart- 
ment—and that means charming the young woman who’s in there now. 


T IP _-» Right-click on the mouse to bring up the supplemental list. 
a SA Left-click on the World Map and then left-click on Sleeper 
ae = #283 (the third sleeper up from the baggage car). 


Alice Casey, Budding Actress 


Alice isn’t in the compartment when you get there. Thinking that she may 
have wanted to get a bite to eat or a drink, you go to the dining car. Getting 
caught in her compartment this time is a bad idea. 


T IP _» Right-click on the mouse to bring up the supplemental list. 
: Left-click on the World Map and then left-click on the Din- 


X ing Car. 


In the dining car, you see Alice 
seated at a table Go over to her and 
strike up a conversation. 


From the Journal of James R. Pearson 


| hated the idea of losing Winslow when | was fo close to him. | Felt 
angry at him and myself, but | shelved it all temporarily as | fook a seat 
opposite Alice Casey In the dining car. 


W Primas Official Strategy Guide 


She still didn't look happy to see me, and | was, Frankly, surprised 
when she told me | could sit down. 

“You still sore about this morning?” | asked, 

Her eyes Flashed. “It’s not every day | Find a strange Man In my 
sleeping compartment. She smiled, and | liked what | Saw. “I might not 
mind it all that much If you weren "tT $0 Smug about ite 

> halle AT trying to yet a little rise ovt of You. 

“Men! You think awfully highly of yourself, dont you?’ She leaned in 
to light her cigarette. 

| held the lighter while she got her smoke going. “Not particularly,’ | 
answered. ‘What do you think about mer 

“I don't think much of you at all.” 

| liked the way she held her head when she told me that. | ae 
then and there shed be a tough cookie to handle. “I don t think I 
introduced myself properly. Pm Jim. Pearson.” 

“Ta like to say its a pleasure to meet you, Mr. Pearson. 

“Well then, Miss Casey, I'LL just have to make sure that it 1S. Let's fay | 
apologize and we start over fresh?” 

All right. But there won't be any third chances.” 

“fo You really didn t see the man who had the sleeping compartment 
before you? 

“No | didn t. It was empty when | got on In Chicago. Except For you. 
Ave you really a cop?” 

“well, not exactly, | used to work for the OSS.” 

Her eyes qo wide, and | knew she “d been to the picture Shows or read 
spy novels that glamorized the work | vsed fo do. | didn t have that high 
of an opinion about it. Not any more, 

“The 0552" she asked. “Really? Were yov a spy?” 

oF sorts.” 

“And this man you re after, what's he done?” 

“well, he's a murderer and a traitor for starters. That's enough right 
there to send him to the chair, It’s probably not even half of what he's 
done. Suddenly | regretted sitting down and asking her about Winslow. 
Looking at her, all blond hair and blue eyes, | couldn t help thinking how 
nice it would have been to be having any other conversation than the one 
we were having now, 

“And what about you, Jim? What have you done?” 


How thrilling it must have been.” : 
: | 7 ox none of those things, and | e i But | didn’t wad to aS too — 
detailed with the reasons why | felt that way. Death ai Something a 
Soldier had to leave on the battlefield. If he could. “Well, it's not like in 
the books or the picture shows, Alice. It'S not thrilling, its not any Fon a 
all. It's nerve-wracking and gruesome and tragic. hos when my man ae 
Finally behind bars, I want To give it aia long ret 
“well, l'm sure t ete Tel heck at of ae a waitress in ‘Skokie, 
~ dine 
2 “Oh, | don't know | e a guy ane learn to like a a o a 
place like Skokie.” | gave her a smile, hoping to lighten up the mood. But 
she was already up, talking to Someone who'd lived part of some fantasy 
life she'd read about or Saw ina movie house. “fo where are yo headed?” |. 
ie Angeles.” a : 
“You don t say. I'm bead to Los Reacley myself” | 
: “You, too? Well, what do you know? Here | havent even fo much as set 
: foot | In Los Angeles and already I've made a new Friend. 
Se halt oof there for You? — - 
“Why Hollywood, of Covrse, Tm going to be a movie star.” eS a it 
with Conviction. — 
“Blondes are a dime a dozen out there, | hear,” | said. 
“Yov said you'd play nice.” She frowned at me. 
“| know how to play nice. It's just teasing if more fons 
| Whaia girl knew You any baien Mr. — she might think You : 
were Flirting with her.” 
“Well, if a girl en me any betten Miss cen she right know it i 
watched her smile. 
“we LL be in Los Argeles i In The morning, Pha Gin “what en yo do 
when yov get there?” — — 
“PU start Looking for my man. vr -o - 
“| suppose P'U look for a place and Hy, and Find a t job You « won 7 t farget — 
abovt Me, will you?” 
“When you re a big stan UL o ka you ee |. 
_ oe laughed at me, and | decided l a liked that found. “Now you 7. 
know that so what | meant. SF 


“When all this nastiness if over and done with, Tu be sure T ic 
up. | promise. | pushed myself up From the table. vl the meanwhile 
got to try to get some sleep.” 

“Good night, Jim, and good luck with m search” 

“Thanks. Good night, Alice.” — 
“Jim? 
“Yes?” 

“Don't forget your promise.” 

| looked at her, and | meant every word | said. “Dort « worry Al 
myself off to my compartment, trying not to Think. abot teat | d 
Winslow had on me. — a 


NO T E Change to Disk #6. 
PEIN , 


City of Angela 
ge 

City of An : 

s 10,194 
na 

Jan 


A Primas Official Strategy Guide 


The Skeptical Sergeant 


2. 


Once you’re in Los Angeles, you 
waste any time booking a room : 
cheap motel. Winslow has a head 
start, and you need to figure outa way 
to cut that lead down. In your room, 
pick up the phone and call the Police. 


T IP _- Left-click on the phone beside the bed to pull up the menu. 
cad Then left-click on The Police. Matt Collins and Elizabeth 
Short are listed too, but there’s no connection. — 


When you get an LAPD detective on the phone, you tell him that Elizabeth 
Short is in danger. The detective doesn’t sound real enthusiastic about what 
you have to say, but he agrees to meet with you at the diner across the street. 
Hang up the phone and go meet Detective Maxwell. 


P LP _» Right-click to bring up the supplemental list. Left-click 
ne i on the World Map, and then os on Gabe’s Diner to 


v- A go there. 


Gabe’s Diner is a small place, and 
a big man like Detective Maxwell 
makes it seem even smaller. The man Ž 
may as well wear a sign that reads- 
Homicide Bull. 
Tell him about Elizabeth Short, 
and follow it up with the story you’ve 
put together on Winslow. Detective 
Maxwell doesn’t buy it at all but re- 
luctantly agrees to look into the matter. Talking to him further only seems to — 
irritate him and he leaves. 
The one bright spot is that you run into Alice, who’s gotten a room at the 
Sunset Arms Hotel, where you're staying. ~ 


Chapter14 CityofAngels 221 


Maxwell’s attitude is a bit depressing, and he has a certain lack of profes- 
sional courtesy. Don’t brood over it. Once you get your things stored at your 
hotel room, get off your duff and get down to the train station. It’s time to find 
out what’s become of Winslow’s trunk. 


Right-click to bring up the supplemental list. Left-click on 
the World Map, and then left-click on Train Station Ship- 
ping Office to go there. 


Mail Service 


The train station isn’t too busy when you get there. Study the two windows in 
front of you, and youl see that one window is the Outgoing Parcels window, 
the other the Incoming Parcels window. aa 

Since Winslow’s trunk is an incom- 
ing parcel, try that window first. When 
you ring the bell, a fastidious clerk 
bounces up to the counter. 

Ask him about Winslow’s package. 
He immediately asks you about your 
receipt. You can only tell him that you 
don’t have a receipt. He confidently 
tells you that you can’t pick up the 
package without the receipt. When 
you tell him you just want to find out if the package has arrived, his explana- 
tion gets complicated in a hurry. 

Ask him if you can see the shipping manifests, thinking maybe you can 
just look for yourself. 

His refusal is firm. If you don’t have 
a package coming in, you can’t look 
at the manifests. 

Rather than battle the futility of 
bureaucracy, think for a moment. All 
you need is a package addressed to 
you, and you'll be able to look at the 
lists. Look in the trash can to the left. 


14 Primas Official Strategy Guide 


You’re in luck! There’s an empty 
box inside. Just retrieve it and address 
it to yourself. When you're finished, _ 
take it to the Outgoing Parcels clerk. — 


The Box shows up in your Inventory. Simply go to the Out- 
going Parcels clerk. Send the Box by Soo it T the 
Inventory and left-clicking on Use. 


Send the Box Express so that it arrives quickly. The clerk can’t believe he 
heard you right. Once you're finished at the Train Station Shipping Office, 
follow up on the lead you had to the boarding house where Elizabeth Short 
lived when she wrote her letters to Collins. 


T iP _» Right-click to bring up the supplemental list. Left-click on 


ea World Map and then left-click on Boarding House. 


The Boarding House 


The lady who runs the boarding house 
is Mrs. Underhill, a woman investiga- 
tors learn to love because she gossips. 
As she shows you around the room, 
ask her about Elizabeth Short. 

She says that she doesn’t know 
where Elizabeth is, but she’s willing 
to bet that she’s with a man or ina 
bar waiting to meet men. Ask her 
about the Black Dahlia. 


Chapter14 Cityof Angels 223 


Mrs. Underhill waxes on eloquently abaut Elizabeth’s boyfriend ding She 
also remembers a weird black gem with strange carvings on it. 

You know Elizabeth has the gem, but where to find her? With zi Underhill 
watching on in obvious adoration, search the room. 

The chest of drawers yields nothing except a used lipstick and a pack > 
gum. The closet has been stripped 
bare. Checking under the bed turns 
up one shoe. But youre not looking 
for Cinderella, so toss it back under 
there. 

Growing desperate, you turn your > 
attention to the nightstand beside the 
bed. The top drawer has a hairbrush 
and a letter. 


Dear Mrs. V. 


lm real sorry about last month's rent. | promise to make it vp to you. 
Trust me, I've got some real hot prospects this week with a Friend of a 
Producer From Prometheus Pictures. He has promised me that | will be an 
extra in their next picture! 

Isn't it exciting? So if you Could wait a few more days, af Soon as my 
advance comes in, [LL torn it over to you, | promise. Thanks fo much for 
your patience. You have been such a darling about everything So Far. 


XoXoxXo 


ES. 


The second drawer is empty, but the third drawer has a Harlequin romance 
novel and a cocktail napkin from a place called the Biltmore Hotel Bar. 

Well, since that’s your most solid clue, ankle it over to the Biltmore and 
see if Elizabeth is there. 


T IP oS Right-click to bring up the supplemental list. Left-click on 
oe the World Map and then left-click on Biltmore Hotel. 


Primas Official Strategy Guide 


The Biltmore proves to be a dive, 
a place you could imagine the Eliza- 
beth Short you’re getting to know 
would hang out during the evening 
hours. Walk over to the bartender and 
show him Elizabeth’s photo. 


TIP _ Right-click to bring up the supplemental list and left-click 
e on Inventory. Left-click on Photo and then left-click on Use. 


The bartender recognizes the photo at once. He asks if you're a cop. When 
you tell him “no,” he tells you that she’s a regular. You tell him that m try 
back later. _ 

Okay, you've got a couple of leads working here, but now it’s time to get 
back to the train station to see if your train has come in—or at least the 
package you sent. 


P IP _» Right-click to bring up the supplemental list. Left-click on 
oe oe a the World Map and then left-click on Train Station r 


F E ping Office. 
pr 


Special Delivery 


At the train station, approach the Incoming Parcels window. Ask the clerk 
about the status of your package. 

When he asks for your receipt, you give it to him, and he goes back to get 
the package. While you’re signing for the package, you spot the entry for the 
Matt Collins shipment, noting that it was picked up by the ABC Moving 
Company. 

This is shaping up nicely. If an individual had picked up the package, you 
might not have found the trail so easily. But a company would be listed with 


Chapter14 Cityof Angels 225 


the phone company. Head back over to your hotel room, and let your fingers 
do the walking. 


_» Right-click to bring up the supplemental list. Left-click 
oe, on the World Map. Left-click on the Sunset Arms Hotel to 
go there. 


Use the phone and ask the operator for the ABC Moving Company. Once 
you have the movers on the line, you are connected with a secretary named 
Amy. She tells you that you have to talk to Steve about the package you're 
interested in. She also tells you that they’re locking up even as you speak and 
that you'll have to wait until Monday. 

Monday isn’t going to cut it. If the package is still in transit, you have a 
chance of getting to it before Winslow. Head over to the ABC Moving Com- 
pany. Breaking and entering isn’t new to you, and the stakes could well be 
Elizabeth Short’s life. 


T LP _» Right-click to bring up the supplemental list. Left-click on 


l AE a the World Map and then left-click on ABC Moving Com- 
Ra pany to go there. 


Ita As Easy Ad ABC 


You search the ABC offices by flash- 
light after jimmying the lock. The first 
thing that draws your attention is the 
file on the desk. It proves to be noth- 
ing, but the middle left drawer gives 
you a list of drivers and trucks for the 
last week. 

On the wall behind the desk and 
above the filing cabinet, you find a 
note that helps you understand the 
company’s system for handling de- 
liveries. 


M Primas Official Strategy Guide 


ABC 
Moving Co. 
January 9, 1947 


Dear Amy, 


You’re such a dear, filling in for me while Jack and I 
honeymoon at Laguna Beach. I don’t have to tell you what 
a relief it’1ll be to get this wedding over with and 
finally get away from the office. I just wish the timing 
of it had been a little Peeters Darn those state 
auditors! You’d think they’ d have better things to oe 
than to ceria a little company like ABC Moving. Don 4 
think I won’t remember this come election time! — 


I managed to take care of everything except for this 
week’s pickup log. I’ve already filed the shipping 
receipts, so all you need to do is write down the I.D. 
numbers. We wouldn't want the auditors to be unable to 
find a file, now would we? Don’t worry, it should be a 
snap, aS long as you get the guys to fill the log out. 
Don’t be afraid to nag them. They can be as stubborn as 
Six=year=-olds some days. My I.D». system is as simple as 
ABC (ha ha—boy, let me tell you, you'll get tired of 
saying that all week!). First of all, every I.D. number 
starts with the initials of the driver who delivers the 
package. Every I.D. ends with a number for the week of 
the year following the number for the day of the week. 
(Starting with Monday, of course!) 


The client’s initials immediately precede the numbers 
for the day and week. We have some drivers with the same 
last initial, so I also use the truck number for then. 
Each driver uses the same truck every day, except on 
Fridays. Friday is our maintenance day, so one truck 
gets serviced every week. They rotate which one every 
week in numerical order. Ken likes his truck and 


Chaptert4 CityofAngels 227 


complained all last Friday when he had to use old #10, 
but none of the other guys complain that much. 


Oh, before I forget, following the driver's initial, you 
need to put in the zone code for the point of origin. 


Now, according to union regulations, drivers must stay 
within their assigned zones. Packages that are picked up 
in one zone that are to be delivered to another zone 
must be transferred to the driver for that zone. Unless, 
of course, the package is too bulky. Then another union 
regulation prohibits the transfer and the original 
driver has to deliver it. The guys always complain about 
it, but they're the ones who voted for it! I guess it’s 
easier for them if the zones were divided a little 
differently. Zone II has downtown LA at its north border 
and includes the East LA area. If only Florence were a 
little further west. Then it'd be in Zone III instead of 
II. And with Glendale split down the middle with the 
east side in Zone I, the guys don’t know whether they're 
coming or going sometimes. 


Oh, before I forget, Ken drives truck 1, Owens truck 4, 
O. Greene #7, and Marty #5. I don’t know how star-struck 
you are, but if you ever want a tour of the stars's 
homes, Marty really knows his way around Hollywood. Why, 
just the other month he delivered a package to Cary 
Grant. Boy, how I wish I’d been along for that delivery! 
I’m just glad I don’t have Steve’s route. He complains 
about the guy at the train station all the time. He's 
even more of a stickler for regulations than the state's 
auditors. It takes Steve forever to pick up a package 
from that guy. 


Oh, and if you re not sure where to put something, just 
file it under miscellaneous. 


: Primas Official Strategy Guide 


If anything unusual comes up, don’t panic. The world 
isn’t going to end. I’ll just straighten it out when I'm 
back. Good luck. I’1ll see you in two weeks! 


Love, 
Marge 


Some system, huh? Well, let’s see how well it works. You know immedi- 
ately that Steve is the driver who picks up at the train station. The girl on the 
phone told you that you’d have to talk to Steve about the pam Go back to 
the desk and take out the delivery list. 

According to the information in the 
letter, the delivery I.D. number starts 
with the driver’s initials and proceeds 
as follows: truck number, point of ori- 
gin code, the client’s initials, the 
number for the day of the week, anda 
number for the week of the year. 

Going over the delivery sheet, you 
find that Steve made a pickup at 
Union Station on January 10. His ini- 
tials are evidently S.O. The package was signed for by AKP. 

That gives you part of the number you’re searching for: SOP AKP?? 

The delivery was made on January 10, a Friday. Using the moving company’s 
numbering system for the days of the week, we know that one of the numbers 


is a five. (Friday is the fifth day of the week according to the moving company’s __ 


system.) Also, we’re in the second week (week #2) of the year. Our number is 
now SOPAKP52, leaving only the zone 
number to be found. 

On page one, you'll find a pack- 
age delivered on January 6 by S.O. 
Reading the number according to the © 
moving company’s system, you dis- 
cover that Union Station is in Zone I. 
You’re looking for delivery number 
SOIAKP52. 


SOIAKP52 is toward the back. When you fod. it, ae it out ant do 

It looks as though Winslow sent a crate of champagne to King Produ 

_at RKO Studios. Yeah, well, you know that was no champar e the 
file and put it away. It’s time to go to movies. -= 


Right-c. click to bring up the surpi mienie lei le 


a the World Map and then o on i Moule Studio to go here. — 


_ There's no joy al he studios, koug.. Theres a big eaa who guardai we 
door. He doesn’t mince his words and tells you that what a re ae for is SS 
a closed set, Without a pass, you re not getting in. -~ 


Elizabeth Short 


. From the Journal of James R. Pearson — 


| went back to my room and waited For evening, ae ic Elizabeth 
fhort was running tree to her current Form, she'd show up at the iltre AC 
then. When it was time, | Flagged a cab and rode over To the bar. -— 


7 t gaht-cllek to bring up the a e e or o 
the World Map and then left-click on Biltmore Hotel. | 


— When | got te tie - | started to ask Ike the bartender ad the se 
woman. Then | spotted Elizabeth Short sitting at a nearby stool. | reined mo 
oe excitement and tried to approach her cea oe oe 


Desene ado 2 
She turned to look at me, and | saw how that look could lake a man af: Z 


breath away. She was Stunning, Long black hair and limpid pools for ey 


Paa | L Primas Official -o a 


Wee yo Elizabeth Short 

“Whe ave yo? a. 

| wondered about how Ce to Cae 
Frame the lie | was about to tell. 
Still, | needed her trust, even if o ~ 
had to steal it From her. en hee 
like that, busted up over her 
boyfriend, | knew | wasnt going ` bBo 
feel good about lying, to her, “I was 2. 
an acquaintance of Captain Collins.” a 

“Oh. Mattie.” She broke eye Contact and looked aay ~ me. Her — S O O 
voice dropped. “Mattie s dead,’ a o = i. 

“Yes, | know, I'm sorry, Miss Short.” ae 2. |. o 

“Thanks, mister She gave me a bright smile that showed the short she n o 
was carrying around. “And call me Lizzie.’ : | 

“Thanks, Lizzie. My name if Jim.” 

“Did you——you know Mattie very well?” S | a 
“Not as well as | would have liked. Everybody makes him out to be a a ey 
real hero.” o 

“My Mattie. The war hero. Were you a hero, Jin?” ‘he < didn T look t — 
me, but | could hear the taunt in her voice. -o o 

“Oh, | don't know. No more than anybody else.” — -o o 

“Well how about the hero buys a girl a drink?’ She glanced vp at me — 
again, knowing she was pushing the situation to a critical point. Either | 
wanted to talk to her enough to pay for the privilege or | was history. = 

“Sure, Lizzie, | answered. Getting her a little more drunk was Pa eo - 
make questioning her easier, but what she was doing to herself wam ~ 
something | wanted to be part of. But if it hadnt been me, it would have — 
been Someone else. And | needed the Black Dahlia. | turned to the 
bartender. ‘One bourbon. And a—what do you have? 

K a uM — — 

“Gin and—? When there was no response, | ordered it strigh, it 
the way she called it. “Gin For the lady. 

The bartender poured the drinks and set them bekara A 3 

“A girl could get to like you, Jim, you keep treating her this way 

| got back To the reason | was there, hoping | didn't come across af 
Sounding too eager. “Did Matt send you a black gem when he was stationed 
In Europe?” : 


oe 
-~ 


desi 


= the army said it was an accident. 
o down. “Buy me another drink.” 


— ASfuMing control of the situation. She was used to Taking control of guys — 


“ = lke.” 


= : e ‘This won t help, Lizzie, | said. 


= I4 n s : 23 r a 


Suspicion flared in her black gaze. Matt Sent me a lot of miat 
“The way | hear it from Mrs. Underhill, is yov weren t very es about 
— showing that gem off.” 
) “Mrs. Underhill is a cheap gossip. She Turned away from me, 
“Did he fend you a gem?” 
“Yeah, he sent it. He knew how to treat a girl like a a 
Looking back at me, her words were full of promise, but vnderscored with | 
challenge. "You know how to treat a girl like a real lady, Jira? 
— | guess that depends on which m You talk to, | said. “Can | fee the 

m Matt sent you? : 

d f someplace safe.” 

“Can you take me there?” 
“Bre yov trying to feed a girl a Une, Jim?” She smiled, ap ika was — 
Paia at what she saw af my Inept Come-on. 

‘Tm trying to help you. I've got reason to believe that you re In fore. 
real danger. : in 
“Who want to hurt me? | don't have an enemy in the world, AL ! ot : 
a Friends. Right, lke?” 

"You said It, Lizzie, the bartender replied. | - 

“A man named Winslow if after that gem of yours. He's killed a lot T So 
people trying to yet it. | think he might have been respontiphe for Matts 


That got her attention, shakin her hard ee image, “Mattie? o 


l don t think fo. 
She Finished the drink In Front of her and bee her erty sis back 


ont You think you ve—" 
“| said buy me another drink.” Her voice hardened and got iene _ 


who wanted something from her, and in her view, I'd just joined those 
ranks. “IE you wont, there's plenty of other guys In here who will. Z 
“ALL right.” | turned my attention to the bartender “Another a for 


“Coming -i up. ' The bartender came over and built the ‘drink: 
| peeled off a single From my roll to pay For rhe drinks. s. lke went 


Primas Official Strategy Guide 


TH helps just fine: 

“Hey, € mon, let's get ovt of here.” 

“What for?” 

“| don't like it here. That was the age- -old litany of the young, the 
Insecure, and the passive aggressive. “Let's go someplace where we can talk 
In private abovt Matt and that gem he sent you. 7 

“Mattie? Mattie’s dead. What more if there to talk about?” 

“Pm Sorry, Lizzie. lm just trying to help.” 

“You're too late. Now go away. You're giving me the blues.” She looked 
away from me, dismissing me. 

“It's never too late.” Her glare cut short my protest, making me realize 
how empty it Sounded. No matter what, Collins was dead. It was too late. 
“All right. How about tomorrow?” 

The bartender scooped up the ringing Phone. “Yeah, | think $o. Hold on a 
second. Your name Pearson?” 

“Yeah.” 

“It's for you.” Ike handed me the phone. 

“Hello.” 

“Evening, Mr. Pearson. Ramsey, LAPD. Detective Maxwell needs to see you. 

“lm kind of busy right now, detective. Can it wait Till tomorrow. Say, 
how did You know— 

“we Found a body. It's been cut up pretty bad. Are you still there? 
Pearson?” 

“Yeah— yeah, I'm still here. I'll be right down to the station house.” 

“were at Manhattan Beach.” 

“Manhattan Beach?” 

“At the crime scene. Next to the marina. Hurry your asf over here.” 

“TUL be right there. "| hung up the phone and took a paper and pencil 
From my pocket. Tve got to go, Lizzie, Meet me—' "| wrote quickly, 
putting down the address of the Sunset Arms Hotel, “meet me here. 
Tomorrow afternoon. PUL bvy You lunch. 

“ALL right, Jim, (UL meet you. Maybe you ain't so bad after all.” 

“Oh, | don't know. Maybe I'm worse. You'll just have to yet to know 
me.” The sad part was, | knew that was true. | felt bad about stirring vp 
all that hurt she was carrying around, being part of it eroding away 
what was left of her and whatever dreams she'd had. 

“Story of my Life. Every guy | meet seems to turn ovt to be a louse.” 


Chapter14 Cityof Angels 233 


“TLL see you tomorrow, then? Don l forget.” 

“Tomorrow. lUl see yov tomorrow.” 

Her voice drifted off. | didn't know then that that was the last time | 
was going to hear it. At least, the last time I'd hear it outside of a 


nightmare. 


After you leave, Winslow comes calling, offering to buy Elizabeth Short 
a drink. 


Je 
Fresh oo 
j YIS) 
na 
Jan 


Breaking ano Entering 


The phone call from Maxwell proves to be a hoax 
gone sour. When you get back to the Biltmore, i 
learn where Elizabeth Short called home. 

The next day, she misses your lunch engag 
sion that maybe things have gone worse than} 


bartender at the Biltmore. 
So go on. Invest a little shoe leather, and bas 


Elizabeth Short. 
He says that the woman hasn't been in 


generally leave: every ohi with a guy. He 
you a key. 


him angry. 
Ask him about the key comment. 


Obviously, that would be a hotel key, but 
Ask him if she gives out keys often. 


she left one with him. 
This guy’s full of ego, so pop his balloon eh telli 
lying about getting a key himself. 
Ike becomes upset immediately and bellows out tha 
at Room 201. 
Ask him again about the guy Elizabeth Short left + with 


Chapterts A Fresh Corpse 237 


Ike suddenly develops a form of amnesia, a condition curable with money. 
Bribe him until you get all the answers you need. At the end, he says that 
hell see about getting a key for you. 

Leave him there and go explore on your own. This is a hotel after all— 
Room 201 can’t hide from you. 


T IP => To reach the hotel corridor and the steps to the second 
4 ~~ floor, turn left at the bar and left-click to walk forward. 
y Turn right and left-click again to go upstairs. 


A 
n 
= 


A minute later, you’re beating feet up the stairs to the hotel’s second floor. 
The rooms up here are all numbered. Room 201 is at the end on the right 
near the window overlooking the alley. 

When you knock on the door, though, there’s no answer. Turn your atten- 
tion to the window on the left. Through the glass, you can see a fire escape, 
which seems to lead to Elizabeth Short’s room. 


L a P ~> Tocrawl through the window, you have to knock on #201’s 
ER 7 door first! After you knock, left-click on the window to open 
Fa it and then left-click on it again to go through. 


Climb through the window and go 
down to Elizabeth’s room. Peer 
through the window. You can see that 
her home wouldn’t ever have graced 
the pages of Homes Beautiful. When 


you try the window, you find that it’s 
stuck, held fast by a board that runs 
along the frame. 


t iih Primas Official Strategy Guide 


T IP z Left-click on the window to get a clozer look at the ı win- 
ao oe dow. Then drag the cursor up to see the boc d that block 
y the window’s lower section T Taieing o on ~e windo 

right side. 
Left-click on the window frame above the glas: 


frame i is no a. at all. 
Once i T inside the a re 


Short’s life. A brief check through the 
chest of drawers shows that the 
woman is traveling light these days. 

After tossing the room thoroughly, 
you're about to give up hope of find- 
ing anything. Then you spot 
something on the trim molding 
around the room’s door. 


_» _ Left-click on the top of the trim Goud to ge 
a 


ig Left-click on the Key to hee it up. fae -click ~ 
to the Inventory. 


Los la It’s possible that Elizabeth stashed the Black Dania i in a 
the train station lockers. 


Chapter 15 A Fresh Corpse 239 


As you think this over, you also realize that the woman is still missing. 
Recovering the Black Dahlia is important, but so is making sure that nothing 
happened to Elizabeth Short. Maybe the two of you just missed each other. 
Maybe she’s waiting for you at your hotel room by now. It’s worth a look. 


2 re =» Right-click on the mouse to bring up the supplemental list. 
DA Left-click on the World Map and then left-click on Sunset 
= Arms Hotel. 


Busted! 


You’ve got company when you return to the hotel—only it’s not Elizabeth 
Short. It’s Detective Maxwell and a friend, and the visit is definitely business. 
Maxwell takes the lead, introducing his partner, Vernon. Then he starts 
hammering you with questions about where you were and about Elizabeth 
Short. You don’t know what’s going on, but you don’t like being grilled. 

Maxwell goes on to tell you that Elizabeth Short has turned up dead, and 
you're the prime suspect. You recognize the work from the description of 
her death. 

When Maxwell asks you again where you were last night, blame the mur- 
der on Winslow. 

Even with the corpse on his hands, Maxwell doesn’t like the idea of having 
you tell him how to do his job. He pins the murder squarely back on your 
shoulders. 

Not holding back now and angry yourself, you tell him a been track- 
ing down leads on his case. 

That goes over like a lead balloon. Maxwell has decided that he doesn’t 
like you at all. He leans on you harder and then lets Vernon attack you. 

While you’re trying to catch your breath, Alice steps in through the door 
and tells the detectives that you were with her all night—and that what you 
were doing is none of their business. 

Still not liking the story, Maxwell and Vernon issue a few last threats and 
then leave. 

Alice asks if she did okay, and you can’t help but agree. At least she got 
those two big gorillas off you. When you ask her why she helped you, she says 


Primas Official Strategy Guide 


she couldn’t stand by and watch you get peal up. eda, she’s sure i te 
innocent of whatever they think you've done. 
Feeling as though you owe her something, you tell her more about Winslow 


and the case. She offers to help; reluctantly, you take it. Maybe she can be of — 


some assistance...as long as you can keep her out of harm’s way. 

You mention the crate that you had shipped to the movie studio. You also 
tell her that you can’t get in to see it. 

Smiling, she tells you that you’re looking at the newest script girl for RKO 
Studios. You recognize the name at once, knowing that’s where King Produc- 
tions is filming. Alice says that shell drop a studio pass by your room later. 

Then she rushes off, not wanting to be late for her first day. She blows you 
a kiss on her way out the door. 

Well, it’s obvious the little gal has a crush on you, but get your head out of 
the clouds—you’ve got work to do. Maxwell didn’t get around to m. 
cough up the train station locker key you found at Elizabeth Short’s. Te’ s time 
to make the most of that key—get on over to the train station. _ 


T IP > Right-click on the mouse to bring up the supplemental list. 
PES Left-click on the World Map and then left-click on Train 
Station. 


Eisenstadta Cane 


At the train station, you’re stuck with the immense task of trying the key on 
every locker. Even if you got away with it and the station security didn’t throw 
you out, you would draw a lot of un- 
wanted attention. 

It’s time to parley what you 
learned about Elizabeth Short into a 
winning hand. You knew she had a 
locker here because you have the key 
in your hand. But do you remember 
the letter she wrote to Matt Collins, 
the one you found in the dead 


Chapter 15 AFredl Corpse 241 


airman’s locker? In that letter, she told Collins that she would come up with 
a foolproof way of remembering her locker number. 

Thinking about the condition of her hotel room, you figure Elizabeth wasn’t 
big on personal responsibility. Whatever method she found for remembering 
the locker number must have been simple. 

‘Spotting the pay phone on the nearby wall gets you to thinking about the 
way Elizabeth Short signed all her letters to Collins. Always “ES.” Just her 
initials. Looking at the dial on the front of the pay phone, you find that the 
initials “ES” translate into “37” on the telephone dial. 

Not believing it could be that simple, you make your way through the lock- 
ers and find #37. Sure enough, when you put your key in the lock, it opens. 


__ When you approach the locker, you don’t have to get into 
Z your Inventory for the key to open the locker. Since you 
have the key, just left-click on the locker door to open it. 


There’s quite a collection inside the locker. In the back is an umbrella and 
a wrap. Two small suitcases and a jewelry box occupy the front, as well as a 
bundle of letters rubber-banded together. 

The letters are all from Matt 
Collins, making plans for the future 
he didn’t live to see. In one of the let- 
ters, he mentions buying the Black 
Dahlia from a quartermaster. The let- 
ter gives no indication that he might 
have known what the Dahlia was. 

The jewelry is mostly junk—cheap | 
knock-offs and inexpensive pieces. But ~ 
in the front, you hit pay dirt. It’s in the 
form of a yellow piece of paper that turns out to be a receipt from Willington’s 
Antiques. The store appears to have an address right here in Los Angeles. It 
states that a large piece of black sapphire was sold to the store for $250. 


_= You need to take the Willington’s Antiques receipt with you. 
LE 


Z Double left-click on the receipt to add it to your Inventory. 


\ 


Get moving. If you’re in luck, the antique store will still have the Dahlia. 


p IFP- — Right-click on the mouse to bring up the supplemental list. 


A 


5 e Left-click on the World Map and then left-click on Antique 
= Shop to go there. 


A man greets you on the other side of the counter at Willington’s Antiques. 
Ask him about the Black Dahlia. 

He tells you he was very impressed with the Dahlia. Even though you 
offer to buy it back, he tells you he can’t because he sold it to someone else 
that morning. 

Disappointed? Yeah, but you still may be 
able to trail the gem. Ask him who purchased 
the Black Dahlia, confirming that the buyer 
was indeed Winslow. 

The man also tells you about the cane 
Winslow traded in for the Dahlia. The men- 
tion of that cane makes you immediately 
think of Eisenstadt’s cane. With everything 
you’ve been through, you could hardly for- 
get about that. 

Ask him to see the cane. He readily agrees, 
showing you the flaws in it. You recognize it as Eisenstadt’s cane for sure. 
You also know that you have to have it. The antique store owner drives a hard 
bargain, asking $100 for it and leaving you nearly destitute. 

The man was correct about the frontis- 
piece on the cane. It is interesting, but he 
might not have known what that collection of 
runes signifies. You do, though. You find that 
the four wheels turn, allowing you to lock in 
different combinations of runes. After some 
consideration, you decide to try the series of 
four runes you recovered from the tombs un- 
der the monastery. 


runes i pavefullyy = ‘the or bias init: set oe some 


of the rune sequences; others will not. Always c check oo o 
_ See that all four rune sequences are being filled. — 
~ If you've forgotten the sequences for the Scribe, Her- 
ald, Sergeant at Arms, and Landulph, orng up on 
Notepad and copy them from that. — 

Get the cane in the Inventory. Notice that three runeson 
each dialare immediately available to you. Number the rows © 
1-4 from left to right, angling down the cane from the hand 
piece. Do you see the M and the 1 on the first row? Start — 
with these because they are beginning runes for Landulph’ s 
combination and the Scribe’s combination, respectively. 

Solve the puzzle by rotating the second row of runes __ 
one rune to the right. Rotate the third row of runes two 
runes to the left. Rotate the ouni row of runes seven runes 
h right. 

__ Once all the runes are lined up, take off the top of t the 
cane and remove the sheet of semitransparent velum in- 
side. The velum is marked with what looks like a child’s 
scribbles. Only the simple map compass in the lower right 

hand corner gives you any clue as to ve this sheet is: a 

Treasure Map. 


_ The compass in the corner indicates da Pas sheet may be a ‘map. But a 
map to what? 
For the moment, put the map and cane away. It’s time to move again. The 
crate should have made its way to the movie studio by now. Get back to your 
hotel room and see if s was able to get you a pass. 


iy Le o Righi-ctiex on the mouse to bring up the supplemental list. 
Left-click on the World Map and then eee on Sunset 
Arms Hotel. 


Ta > Pictured 


When you get back to your hotel room, take ¢ a look around. Alice ha 


sort of space picture, judging from the 
costumes. 
In the middle of the scene, the 


overhead lights explode, showering 


sparks down onto the cast. The direc- 
tor flies out of his seat, going into 


that the crate is filled with toys. Dozens of jack-in-the- boxes. You can bet 
that when Winslow received those, he wasn’t a happy guy. _ 
Notice the paper taped to the boxes? Why don’t you take a closer loo 


_»  Left-click on the studio pass to a Re, it up po the 
Left-click on it again to add it to your Inventory. — 

Right-click on the mouse to bring up the su 
list. Left-click on the World vora and then — 
Studio to go there. 


lot without a see ee 
the middle of a scene fror | OF 
productions now underwa 


hysterics. He clears the s : 
ing to know where Al King is He’ s told 
that King is sick and isn’t there. 
Since no one’s paying any -— 
lar attention to you, why don’t you take = 
a look around for the crate? It isn't hard po 
to find, tucked away in the sha lows to oe 
the right of the motion picture screen. 
Walking over to it, you discover 


Chapter 5 A Fresh Corpse 245 


=> Left-click on the paper inside the crate. This lets you talk 
eS to Alice, which adds Al King’s address to the World Map. 
If you forget to left-click on the paper, you won't be able to 
proceed with gameplay. 


Now that you know where King is, 
why don’t you go rescue Alice from 
that shaggy dog/alien actor that’s hit- 
ting on her. 


From the Journal of James R. Pearson 


Watching the Shaggy Dog, or whatever he was, putting the moves all 
over Alice, | decided to intercede on her behalf After what shed done to 
clear me with the homicide dicks, it was the least | could do. Besides, | 
wanted to ask her about the possible connection between Winslow and King. 

When | joined them, the Shaggy Dog was In the middle of his spiel. 

“fo anyways, | been getting all the best jobs since | got a new agent. | 
Can hook You vP with him if You sad Then he noticed me Standing 
there and decided to scram. Probably remembered 2 Fire hydrant in need 
of attention. TUL catch you later.” 

Alice smiled up at me after the actor left. 

| decided not to cast any disparaging remarks about her latest 
encounter, although the temptation was there. ‘So hows the new script 
girl doing?” 

“Oh it's far busier and far less glamorous than | could have Imagined. But 
otherwise it's simply perfect. I'm Loving every minute of it” 

She Sounded fo positive about the experience, | hated bringing up the 
Faults 'd seen so far. ‘Set seems a little chaotic here.” 

“From what I've been told, everything that could go wrong with this 
Production has gone wrong, 

“what's the story with the guy whos about to pet a gun to his head?” 

“Who? Simon?” She looked at the director slumped in his chair. “Dh, he’s 
under a lot of pressure to make sure this Film gets done right. lve talked 


A fy Primas Official Strategy Guide 


with the crew. He's an absolute dictator, but at least they dont blame 
him for the problems with the film.” 

“Who do they blame?” _ 

“AL King. The producer. They say he's been away From the set when 
the production has needed him most.” 

That brought me back to the discovery I'd just made concerning the 
crate. Al King’s signature on the crate meant he was the guy it was 
shipped to. So what was it about King that had him so busy he couldnt be 
on hand for a Film he was producing? | turned my attention back to Alice. 
“I found the crate From the train with Winslow s tags on it. Al King signed 
for it. Could he possibly be the connection between Winslow and the 
studio?” 

“Oh you don't think he could—" She looked me in the eyes and 
decided | was serious. ` ‘No, he couldn t possibly be connected with Your 
killer. Mr. King 1s a big, cuddly teddy bear of a man. Hes the sweetest 
thing. If you were ever to meet him, youd Know. 

“Yeah, | wish | covld. Why ism t he on the set?” 

“He's home sick.” She paused, then looked at me, her positive attitude 
and smile totally recovered. ‘Say, why dont you come around to the house 
later?” 

“What house?” 

“Mr. King's house. ILL be spending the afternoon there helping him with 
his work. You Can meet him yourself. Then lm sure You LL see he couldnt 
possibly be the type of man to help that Winslow. 

“You know, That Sounds like it might not be a bad idea. You sure Mr. 
King wouldn't mind you inviting visitors around his place?” 

“Oh, he won F even know. People Come In and ovt of his hovse all the 
time. We can say youre there to pitch an idea. This manhunt of yours If a 
perfect story. 

“L should be going. Mr. King will be expecting me soon. Stop around later. 
His hove is the last one on Pacific Shore Road. You cant miss it.” 

“Okay. | will.” 

She started to leave, then turned around and kissed me on the cheek. 

| watched her go, Feeling a smile spread across my face that a 
sandblaster couldn't have removed. 

| killed time in the hotel room, catching up on all the journal entries 
'd made and reviewing the facts. The tie between Winslow and King might 


Chapterts A Fresh Corpse 247 


be circumstantial. But it was all | had going For me. | showered, shaved and 
changed clothes, then | caught a cab ovt to Pacific Shore Road. . 


fh IP __-7 Right-click on the mouse to bring up the supplemental list. 
Sg Left-click on the World Map and then left-click on Al King’s 
oe House to go there. 


xs a 


King’s beach house turns out to 
be even more than you ever expected. 
One look at it tells you the guy is roll- 
ing in dough. 

After meeting you, Alice takes you 
into the living room, equipped with a 
wet bar. Al King comes over to give 
you a soft soap job, telling you he’s 
going to make Alice into a big star. 


telescope R 
e | | | desk 
O instructions 


projector 


trash can = 


a guy who’s supposed to be sick, he’s n arı 
it’s time to shake down the room. 


Either way, it definitely ties the two 
men together. Behind it is a picture 
of what looks like the two boys and 
their fathers. They’re posed in front 
of some game they’d brought down, | 
and they're all cradling shotguns. Evi- 
dently, Winslow acquired a taste for 
killing a long time ago. 


k Alice to see ey she knows 7 

about the fraternity picture oe 

She says that she’s never a — 
it, but sl e’s willing to go ask oo . 
about it. : : 
The ae room ao oks: a back 
patio above the sea. A projection screen 
hangs on the wall beside the patio. ~ 

On the other side of the living 
room’s sunken area, there is a desk against the wall underneath a tapo -o 
graphical map. -o 


compass. Notice the marked spots on the to- 


rao AFresh Corpse 249 


IV d Deadscapes : 
t n to the desk, you discover a small nolobook lying open 
on top of it. Upon further examination of the notebook, you see some cryptic 
comments with a drawing of the telescope in it. Youve been around long 
el ough to read through the words on the pages: King has been using the ~ 
— escope to spy on some women in the neighborhood. But you e ae t quite 
certain what the numbers below the entries mean. — 
Shift your attention to the topographical map on the wall above — desk. 
The compass in the lower right corner re _ 
~ minds you of the Treasure Map you found i in 
Eisenstadt’s cane. Taking the Treasure Map | a 
out, you align its compass over the wall map’s icy. 


pographical map. Two arrows mark King’s 
home, while the “X” marks a spot on the map | 
that is at an elevation of 250 feet. The target 
area is at an elevation of 250 feet. You’re 

_ standing at an elevation of 100 feet. By sub- 
tracting the two, the difference of elevation is- 


is ene feet. To exit the map, hit (Esc). 


-~ Pursuing this line of aoe walk c over to the telescope facing the bay 


— windows. 


The first thing you notice about the telescope i is the bos on as side. Judg- 
ing from the Saturn Telescope’s 


g markings, the box allows the soleus 


a by coordinates. You realize 
now what the numbers in King’s note- 
book mean. These are coordinates to 
-houses he frequently watches. 
Peering through the telescope be- 
comes an exercise in futility. 


sai. Prima’ Official Strategy Guide 


Left-click on the telescope to use it. Left click and i drag to 
go from side to side and up and down. : 


Back away from the telescope for 
now and go check out the trash bin 
beside the desk. It holds a treasure ~ 
trove of possibilities. 

First, there’s a eollection, ae torn 
papers that turn out to be telegrams. 


together to find out what the > ee 
messages were. _ 


After you left-click on the torn telegrams to see ten mn 
your Inventory, right-click to bring up the supplemental list 
and then go to the Inventory. Select a to pur them — 
on the user screen. | 
Piecing the telegrams back together takes time, pa — 
tience, and an eye for detail. Though not drawn to scaleor 
shape, the diagram below will help guide you eee put- — 
ting the telegrams together 


ja 
Ke] 


JEEAÍ 
el iel [| 


eld el 
EPELA 
AA LE 


e 
[| 
a 
a 


This is a definite clue. Piece them back = 8 


Chapterts A Fresh Corpse 251 


As you reconstruct the telegrams, start all the way in 
the upper left-hand corner; you'll need the room. Follow 
the following list of instructions: 


Put #6 in the upper left corner of your working screen. 
Put #1 in #6’s place. 

Put #9 beside #6. 

Put #5 in #9’s place. 

Put #11 beside #9. 

Put #18 beside #11. 

Put #17 under #6. 

Put #2 in #17’s place. 

Put #12 under #6. 

Put #1 (now occupying #6’s original place) in # 12’s place. 
Put #16 under #9. : 

Put #5 in #11’s place. 

Put #4 under #18. 

Put #1 (now occupying #12’s original space) beside #4. 
Put #3 beside #1. 

Put #22 beside #3. 


This series of moves completes the first telegram from 
Dick Winslow to King regarding the shipment. For the sec- 
ond telegram, follow this set of instructions: 


Place #20 as far up in the right-hand corner as you can 
while keeping it on the viewing screen. 


Put #19 beside #20. 
Put #13 beside #19. 
Put #21 beside #13. 


i i Primas Official Strategy Guide 


Put #14 under #21. 

Put #2 (now occupying # 17s place) under #20. 
Put #15 beside #2. 

Put #7 beside #15. 

Put #8 beside #7. 

Put #5 (now occupying #1 1’s place) under #2. 
Put #15 beside #5. 


Now you have both telegrams together, although the 
second one is of a more personal nature. Once you recon- 
struct the telegram, exit the Inventory screen and then 
return to it to find the telegram taped back together. 


When you finish with this paper puzzle, you find that there are actually 
two telegrams, not one. The first is from someone named Dorothy, who is 
obviously upset with King. 


AL MERRY CHRISTMAS YOU PIG STOP WHERE’S MY MONEY STOP 
YOU'RE WAY BEHIND ON YOUR PAYMENTS AGAIN STOP YOU DON’T 
EXPECT ME TO GO TO LOS ANGELES TO GET IT DO YOU STOP I 
DON’T CARE HOW WARM IT IS IN JANUARY ON THE WEST COAST 
I’M NOT PUTTING ONE LOUSY FOOT IN THAT GODFORSAKEN TOWN 
AGAIN STOP IF YOU DON’T TAKE CARE OF THIS RIGHT AWAY I'M 
GOING TO HAVE A SUMMONS DELIVERED TO YOUR STUDIO STOP 
WHAT WOULD THE BOYS THINK IF MY LAWYER SHOWED UP WITH IT 
WHILE YOU WERE SHOOTING STOP HOPE I NEVER SEE YOU AGAIN 
CHUMP STOP 


DOROTHY 
The second note is much more promising...and puzzling. 
AL I’M HEADING TO THE WEST COAST STOP SHOULD GET TO LOS 


ANGELES SOMETIME IN JANUARY STOP I’M HAVING A PACKAGE 
DELIVERED TO YOUR STUDIO STOP SEE THAT If GETS TO THE 


OLD SHOOTING LODGE STOP I’LL HANDLE IT FROM THERE T 
TRUST YOU WILL TAKE CARE OF THIS RIGHT AWAY STOP SEE 
LATER CHUM STOP — 


DICK 


Old shooting lodge? Now that sets your r investigative mind tingling, doesn’t — 
it? Does the old shooting lodge refer to a place where movies are made, or | 
does it refer to the hunting picture? These locations could be vastly different. 

Prowling through the trash, you find a newspaper folded back to a par- 
ticular story that catches your eye. You read through it briefly, realizing that 
the sarcophagus in the story could very well be made from the: same stone as 
the one in Landulph’s tomb. a 


VANDALS DESECRATE CEMETERY 


The county sheriffs department reported that a mausoleum at the 
Ferrin’s Hill cemetery was defaced by vandals last night. The ornate 
tomb of Victor Von Klaus, renowned actor and pioneer of the silent pic 
ture era, was apparently broken into some time between midnight and 
6:30 a.m. on January 13. Von Klaus, whose remains had rested peace- x 
fully in the mausoleum since his death in 1913, was a known 
Germanophile and eccentric. The beautiful nouveau style architecture 
of his ornate tomb has been covered with bizarre graffiti, and the sar- 
cophagus in which his casket had been interred was broken open. Damage 
from the vandalism was estimated to reach into the thousands of dollars — 
with the value of the shattered sarcophagus alone be set at well over 
$5,000. This last item was reported to be of German origin and made of 
a rare and valuable black marble. The stone can be identified by peculiar a 
defects that only occur in the marble unearthed at one particular quarry 
located in the Giant Mountains of Eastern Germany. A large : section of 
the sarcophagus lid was apparently removed by the vandals. : 


The mausoleum certainly bears investigating, but final Ue through 
the trash can first. You also find a pair of gloves and a chisel inside. That’ ie 
definitely proof enough to go have a look at the mausoleum. — : 


A 1P > Right-click on the mouse to bring up the aenea list. : 
— Left-click on the World Map and then a lick on Ferrin : 
Hill Cemetery to go there. _ — 


Final Gambit 


Ii Prima’ Official Strategy Guide 


Ferring Hill Mausoleum 


T IP z> Left-click on the wa 
Pe 
gp Wr 


When you arrive at the mausoleum, 
no one’s there but everything’s still a- 
mess. Pictures adorn the walls on the 
sides of the sarcophagus. 

Writing on the wall to your right 
draws your attention. After inspect- 
ing it, most of the writing appears to 
be quotes. 


lls to read the quotes. 


EVERYTHING’S GOT A MORAL, IF ONLY YOU CAN FIND IT. 


WHEN ALL THE BLANDISHMENTS 
OF LIFE ARE GONE, 


THE COWARD SNEAKS TO DEATH 


THE BRAVE LIVE ON! 


WHEN YOU LOOK LONG 
INTO AN ABYSS 

THE ABYSS ALSO 
LOOKS INTO YOU 


I AM BECOME DEATH 
THE DESTROYER OF WORLDS 


VIRTUOUS AND VICIOUS 
EVERY MAN MUST BE 
FEW IN TH’EXTREME 
BUT ALL IN THE DEGREE 


_ Evidently, you're supposed to figure _ 


‘chapter 16 


me quote looks — aa all | 
e others. It reminds you of something St 
ou could have found in the tombs. — 


out the mathematical riddle that’ s been 
: painted i in blood on the wall. — 
if you just want the answer, ai ~ 
o the next page. But if you need help __ 


_ working the problem out, read on. 


| aon start by ich na that 4 Hanged me 6 Stars | 
You also know that 3 Stars = 2 Skulls. _ oF 
Since 4 Hanged Men = G Stars, then 2 Hanged N Men = 3 Stars (divide | 


— boih sides by 2). 


We just figured out that 3 Stars = 2 Skulls. ‘So, since 3 Stars = 2 2 Hanged - . 
Men, then 2 Skulls = 2 Hanged Men. 7 
Next you find ihal 5 Skulls = 2 Hanged Men + 1 and a half Stars +18 


‘Flames. 


We already figured on that 2 Skulls = 2 Massed Men Since 3 stars = -2 


= Skulls, then 1 and a half Stars = 1 Skull. 


_ Now that we know the value of each item i in ae of Skulls, substitute for 


2 what gs know. You know that: 


1 and a half Stars =1 Skull 
1 Hanged Man = 1 Skull 
| “the ps problem should now read like this: 


_ Original Equation: 5 Skulls = 2 Hanged N Men - 1 and e a half 
=~ Stars + 18 Flames : 


Substituted Equation: 5 Skulls = 2 skulls 4 Skull - + 18 Flames = 


Nov, work the problem algebraically. (Y ou want all the Skulls on one side 
af the equation, all Flames on the other): 


5 Skulls = 3 Skulls + 18 Flames 


5 Skulls - 3 Skulls = 3 Skulls - 3 Skulls - + 18 Flames (subtract 
3 = from each side) -o 


: Primas Official Strategy Guide 


2 Skulls = 18 Flames 
2 Skulls + 2 = 18 Flames + 2 (divide both sides by 2) 
1 Skull = 9 Flames 


Since 1 Skull = 1 Hanged Man, 1 Hanged Man = 9 Flames. So, now all 
that is left to figure out is how many Flames equal 3 Hanged Men. 


1 Hanged Man = 9 Flames 
3 x 1 Hanged Men = 9 Flames x 3 (multiply both sides by 3) 
3 Hanged Men = 27 Skulls 


All that work and what do you have? An answer of 27. But what are you 
supposed to do with that number? 

Continue searching the room. One of the small jars on the ‘a nas a note 
in it. Take it out and read it. 


JIMBO, 


HERES A HINT THAT YOU CAN SPOT FROM MILES AWAY! THOUGH PLL BET 
YOU HAVE TO LOOK AT IT 100 TIMES BEFORE YOU GET IT. 


You recognize the piece of paper that Winslow’s note is written on. It’s 
from a book of Nietzsche’s work. While you were in ea you studied it. 
But why is the page number 165 circled? 

And why is Winslow taunting you? Is he trying to lead you to him? If so, 
he’s feeling really confident. 

There’s nothing else in the mausoleum, so return to King’s house. 
Winslow’s taunting note suggests that there’s something else at King’s house 
if you can find it. 


eo Left-click on the World Map and then left-click on Al King’s 


A g House to go there. 


P LP > Right-click on the mouse to bring up the supplemental list. 
G g 


Chapter16 FinalGambit 259 


Back at the beach house, you set yourself to working out the problem of 
the telescope’s coordinates. After reading Winslow’s note, you're sure that he 
left you instructions on how to get to him. 

Return to the topographical map and get the elevation of King’ s house. 
Subtract it from the elevation indicated by the velum overlay and then cross- 
reference it with the distance on the chart next to the telescope. When you 
start to think about the cryptic note Winslow left for you, it makes you think 
that the page number 165 is supposed to be multiplied by 100, giving you the 
distance coordinate. You get an answer of +0.5. That’s one of the numbers 
you need. 

Assuming the answer to the riddle, 27, is the number you need for the 
other coordinate, use the box on the telescope’s side and dial it in. Look 
through the telescope. 


To use the telescope properly, enter the number +0.5 and 
27. Bring the view into focus by left-clicking on the triangles 
on the horizontal and vertical lines; even them up. When 
you have them matched, you see Winslow in the shooting 
lodge. 

REMEMBER: You have to line the two sets of triangle 
arrows exactly to trigger the video sequence. 


Bingo! You got it. There’s the shooting lodge, and there’s Dick Winslow— 
looking back at you with a pair of binoculars! After he knows you've seen him, 
he waves as though he doesn’t have a care in the world. 

Shaken, you back away from the telescope. As you make your way over to 
the topographical map of the area, Alice calls out to you. You tell her that 
she’s got to leave, that Winslow is onto you, and that he’s playing some kind 
of game with you. She protests, saying she can't leave now because of her job. 

Finally, your argument wins out, and she agrees to go back to the hotel 
room and wait for you. Once you have the location of the shooting lodge, you 
call a cab and go there. You’re excited but fearful. You finally ran Winslow to 
ground, but that appears to be exactly what he wanted you to do. 


260 


The Shooting Lodge 


Primas Official Strategy Guide 


Arriving at the shooting lodge, you find the front door locked. To your left, 


Getting to your feet, you cross the 
room to the ladder against a wall. 

As you near the ladder, you find a 
picture tacked to it. The picture has 
been dipped in blood. When you look 
at it, you realize that it’s a picture of 
Alice. Winslow has been spying on you 
longer than you had thought. It comes 
to you in a sudden cold rush that, 
perhaps, you've put Alice in danger— 


there is a window that looks as though 
it would be easy to get through. 

When you try to push the window 
up, you crash through the floor in- 
stead. You land in the basement 
under the shooting lodge—in a pool 
of blood. As you look around at the 
torture tools and at the blood, you 
realize that you have found Elizabeth 
Short’s murder scene. 


and you have no one but yourself to blame.... 
When you turn the picture over, you see the writing on the back: THE 
NINTH VICTIM HAS BEEN CHOSEN. Save your game now. 


Frantic now, you start up the lad- 
der, but one of the rungs breaks when. 
you pull on it. As you plunge down, 
you hear a familiar hissing sound— 
the sound of fuses burning. 

Flames break out all around you, 
and a section of the wall goes down to 
your left. Behind the wall are three 
lockers and a door. 


Chapter 16 FinalGambit 261 


The door’s locked, and if you don't 
get out soon, you're going to burn 
down with the shooting lodge. Ap- 
proach the locker on the left and 
search it. Inside are three jack-in-the- 
boxes with cryptic messages. 

You immediately identify the toys = 
as part of the load shipped to the movie i SO es 


studio in the trunk you diverted on the 
train. Winslow’s games haven’t ended 
yet. The messages are, as follows: 


THE WORLD IS BUT A STAGE, JIMBO; WHERE EVERY MAN 
MUST PLAY A PART, AND YOURS A SAD ONE. 


FAIR IS FOUL, AND FOUL IS FAIR: HOW DO YOU ESCAPE THE 
FIRE AND SMOKY AIR? 


IS THIS A JACK-IN-THE-BOX I SEE BEFORE ME, THE HANDLE 
IN MY HAND. 


The second locker has more jack- 
in-the-boxes with the following 
messages: 


SOON IT SHALL BE HER TIME TO DIE, AND GO WE KNOW NOT 
WHERE; TO LIE IN COLD OBSTRUCTION AND TO ROT. 


WHEN YOU LOOK LONG INTO THE EYES OF THE CLOWN, DO 
NOT THE EYES OF THE CLOWN ALSO LOOK INTO YOURS? 


ALACK, POOR ELIZABETH, SHE’S GONE THE WAY OF ALL 
FLESH. SHE MADE A LOVELY CORPSE. 


The third locker is a surprise. When you put your Pando on the a. o 
drag it open, a painful burning shoots across your hand. When yo snatch 
your hand back, pulling open the door, you look down at your hand and — 
realize that you’ve been badly burnt. A fresh burn in the shape of z is on 
your hand. Inside the locker, there’s a car baen heoked ae to the doo: 
That’s what hurt you. — 


your hand threbbin 
open the door and 
the woods beyond. 


“a a death, you still manage t to - 


£ 
/ ~ to yonr l hotel. — 
Whered Alice! o 
Back at the hotel, Alice is gone, but she left a message. a — — 


Dear Jim, 


| know | promised | would stay right 2 until you a ne Mi 
King called me in to work this evening. Poor Al is Feeling rather under 
the weather. I've never heard Someone sound fo sick! As it turns ovh, no — 
of the other girls are available tonight to take care of him, fo | guess the 
new girl gets to take her turn. | tried to back ovt gracefully, but AL 
wasnt taking no for an answer. | don't really have a say In the matten 
not if | want to keep the job. I'll be careful, | promise, a4 Pom ‘sure 
there's nothing to worry about. I'll see you later tonight. _ 


Love, 


Alice 


Chapter 16 Final Gambit 


Move! You know things are bad, 
and Alice is caught smack dab in the 
middle of them. 

Back at King’s house, everything is 
in disarray. It looks as if an earthquake 
or a tornado has swept through the 
place. Broken glass and overturned 
furniture are everywhere. The books ~N 
have been knocked off their shelves. 


Notes written in blood are all 
over the walls, quotes taken from 
Shakespeare and Lewis Carroll. 


MY MISTRESS, MY SALVATION 


BLACK DAHLIA 


YET WHO WOULD HAVE THOUGHT THE OLD MAN TO HAVE HAD SO 
MUCH BLOOD IN HIM? 


As you make your way through the 
house, you see a large pool of blood 
in the center of the sunken living room 
area. Take a look at the table to the 
left. Someone has left a movie projec- 
tor sitting there. 


(, Prima’ Official Strategy Guide 


You know it was Winslow, and you can’t begin to imagine what might be 
on that film. Still, you have no choice but to watch it. As you approach the 
projector, you see a note taped to its side. 


CURIOUSER AND CURIOUSER! CRIED ALICE 
Below the note is an ON switch. 
You have to pull back from the note one click to get to the 


~~ ON switch at the base of the projector. Left-click on the 
switch to activate the projector and start the film. 


You turn the projector on and watch the film. Winslow hams it up for the 
camera, beating King down to the ground with a riding crop. Alice is tied up 
in the background. 

Winslow taunts you and then goes to get a meat cleaver. Still ss to 
you, his face in the camera, he chops King to pieces. 

The film ends abruptly, not letting you see what has happened to Alice. As 
you look around the room, you wonder whether all the blood you see be- 
longed to one man...or if it belonged to King and Alice? 

Still, even in this moment of hysteria, your keen investigative mind nudges 
your attention. There was something in the film, something that didn’t be- 
long. As you watch it again, you see the big clock on the wall behind Alice. It’s 
set at five minutes to five. 

Given the amount of time you’ve 
been gone, there was no way that that 
film was shot at 4:55. Looking over to 
the right, the clock now reads 9:00. 

Run over to the study doors and 
try to open them. Every effort, though, 
goes wasted as the doors are locked 
tightly. Turn your attention to the 
clock on the wall. Move the hour hand 
to 5. Then move the minute hand to 
the 11 and sweep it clockwise to the 


Chapter 16 Final Gambit 265 


7 — 1. when the hula dancer: comes out, move he minute hand quickly back to : . 2 
_ the 11. A door behind the bookshelves to your right opens up, sa dark- o 
= ness and a long flight of steps. — 


_ There’s no choice now. Alice is in trouble—if she’s even alive. 


The. Astral [Portal 


=  Deepinthe underground caverns 
— under Al King’s home, you wander- 


through the smoky mist rising from 


_ the sandy ground. Everything looks © 
cere, as if its been carved from an- 


. other world, another time. 


Only the thought of Alice eos - 
somewhere out in | all that drives yor 


res, Winslow has gone com- 


pletely crazy. 


Then, in the distance | on your 


| right, you believe you can see Alice. 


As you close on her, you see that she’s 


a hanging suspended from a rope, her 
_ wrists tied together. 


Fearing for her safety, y you n _ 
up. Locating a knife, you cut her free, 


~ both of you moaning. As you start to recover, she thanks you, then her voice 


- deepens—becoming Winslow’s voice. 


Before you can move, Winslow appears before you, ao abada 


Alice’ s appearance like a snake shedding its skin. He hits i knocking you 


— down. Then he taunts you while you’re dazed. 
o Calling out to Alice, he brings her toward you. Your heart sinks hen you 7 
e the way she automatically obeys him. Like an automaton, completely in 
inslow’ s thrall. He commands her to kill you, then he takes up the dagger 
and plunges it into the cave wall. As he draws the blade down, a door opens 


he solid rock. 


“it. Prima’ Official Strategy Guide 


Alice keeps guard over you. Pleading with her, you try to get her to give 
you the pistol. Then, unexpectedly, she turns the pistol on herself and ag 
the trigger. She collapses, dead by the time she hits the ground. : 

Resolutely, worn out by everything you’ve been through, you pick up the . 
pistol and continue the chase. It’s all that you have left. 

As you step through the portal, you realize that you’ve been here before. 
This is the same pool where you viewed all of the visions that led you to the 
Torso Killer. 

Peering through the darkness ahead, you spot Winslow at a dark altar. 
Already, he has the items he needs to complete the ritual. He begins speaking 
in a loud voice, loud enough to wake the dead around you. 


ik IP _ To view the game’s Good Ending, wait until your weapon’s 

BE Cross Hairs appear, then shoot the Black a out of 

Winslow’s hand. 

To view the game’s Bad Ending, wait ‘ane Be oie 

Or simply shoot Winslow. Both versions are a delight and 
should be pursued. 


Chapter I 
The Penaky Questions 


LEFT-CLICK to go behind the desk in your office. 

DRAG the cursor down, and LEFT-CLICK on the 
right drawer. 

LEFT-CLICK on the To Do List. 

LEFT-CLICK on the To Do List again to put it 
back. 

LEFT-CLICK on the To Do List a second time, and 
then hold the left mouse button to move the 
To Do List up and reveal the Revolver. 

LEFT-CLICK on the Revolver to take it. 

LEFT-CLICK on the down arrow to close the 
drawer. 

LEFT-CLICK to go around in front of the desk. 

TURN RIGHT, and face the Locked. Cabinet. 

LEFT-CLICK on the Locked Cabinet to approach it. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Revolver in the list. 
LEFT-CLICK on the Revolver’s butt and hold the 
left mouse button down while dragging the 

cursor to the right. 

LEFT-CLICK on the Key in the Revolver. 

LEFT-CLICK on the Key again to place it in the 
Inventory. 

LEFT-CLICK on the Key from Revolver to look at 
it. 


LEFT-CLICK on USE to open the Locked Cabinet. — 


LEFT-CLICK on the Message (in the upper left 
area). 

LEFT-CLICK on the down arrow to put it back. 

LEFT-CLICK on the Letter from Sullivan. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Sullivan’s Office. 

LEFT-CLICK on Sullivan. 

LEFT-CLICK on Ask about Your Predecessor. 

LEFT-CLICK on Ask about The Case File. 

LEFT-CLICK on the Initial Crime Report. 

LEFT-CLICK on Ask about Finster (under Victim). 

LEFT-CLICK on Tell Him It Looks Like Fascist 
Propaganda. 

LEFT-CLICK on Ask about Detective. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Detective Merylo’s Office. 


- LEFT-CLICK on Ak aa the a 


Toce Mads Case. 

LEFT-CLICK on Ask about Mr. Finster’ S 
Complaint. — 

LEFT-CLICK and hold tł 


LEFT-CLICK | on Ask about the 
the Invitation. — 

LEFT-CLICK « 
Deseription =—— 

LEFT-CLICK on Ask Where He Can Find the 
Messenger. © 

LEFT-CLICK | on Ask about the. 
Thule. ae 


TURN RIGHT and LEFT-CLICK to go towe d the : 
FBI Agent. — 
TURN LEFT and LEFT-CLICK to ‘go toward 
FBI Agent again. = 
LEFT-CLICK on the FBI Agent. 
LEFT-CLICK on Ask about the 
LEFT-CLICK on Ask Who Hels. _ a o 
RIGHT-CLICK to bring up the eterna fia -o 
LEFT-CLICK on World Map. 
LEFT-CLICK on Sullivan’s Offi 
LEFT-CLICK on Sulliva 
LEFT-CLICK on Ask about he Sc 
RIGHT-CLICK to bring up the supplemental list.” 
LEFT-CLICK on the World Map. 
LEFT-CLICK on My Office. 
Blacklist Puzzle: For a detailed solution on 
obtaining Dr. Strauss’s number, see į 
LEFT-CLICK to go behind the desk. 
LEFT-CLICK on the Phone. 


Chapter ı7 Quick Trip walkthrough 269- 


LEFT-CLICK the following numbers: 267-404. 
RIGHT-CLICK to bring up the supplemental list. 
LEFT-CLICK on the World Map. 

LEFT-CLICK on Detective Merylo’s Office. 


LEFT-CLICK on Ask about Special Agent Winslow. 


RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on My Office. 


LEFT-CLICK on the down arrow on the Message. 


***CHANGE TO DISK #2*** 


Chapter 3 


Puzzling Encounters 


LEFT-CLICK on Helen Strauss. 

LEFT-CLICK on Ask about Her Father, Professor 
Strauss. 

LEFT-CLICK on Ask about Her Field of Expertise. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on My Office. 

TURN RIGHT and LEFT-CLICK on the Light 
Switch. 

LEFT-CLICK and hold the left mouse button 
down, dragging the cursor up to the ceiling 
Light Fixture. 

LEFT-CLICK on the Light Fixture. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on McGinty’s Bar. 

LEFT-CLICK to go forward past the Bartender. 

LEFT-CLICK to go forward again. 

TURN LEFT and LEFT-CLICK on the Bald Man 
(Hansen). 

LEFT-CLICK on Hansen. 

LEFT-CLICK on Ask about the Foreman. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Museum of Natural History. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Case File. 

LEFT-CLICK on Use. 

LEFT-CLICK on the down arrow to back away 
from the Book. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Finster Stationery. 

LEFT-CLICK on Use. 


LEFT-CLICK on the down arrow to move away 
from the Book. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Bag of Runes. 

LEFT-CLICK on Use. 

LEFT-CLICK on Helen Strauss. 

LEFT-CLICK on Ask about the Stained Glass 
Window. 

LEFT-CLICK on the Stained Glass Window. 

Stained Glass Window Puzzle: For a solution to 
the Stained Glass Window Puzzle, see page 44. 

LEFT-CLICK on the down arrow on Solved Puzzle 
to back away. 

LEFT-CLICK on the Light above Work Table to 
turn it on. 

LEFT-CLICK on the List of Names to back away. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on McGinty’s Bar. 

LEFT-CLICK to walk by the Bartender. 

LEFT-CLICK again to walk forward. 

TURN RIGHT and LEFT-CLICK on the Phone on 
the wall three times to use it. LEFT-CLICK to 
dial 267-259. 

TYPE “Louie Fischterwald” and press (Enter). 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Raven Room. 


Chapter 4 
Death Takes a Hand 


TURN RIGHT and LEFT-CLICK on the Intercom. 


-LEFT-CLICK on the Intercom again. 


LEFT-CLICK on Tell Him Finster Sent You. 

LEFT-CLICK to back away from the Door. 

TURN RIGHT and LEFT-CLICK on the Card by 
the desk leg. 

LEFT-CLICK on the Card. 

LEFT-CLICK on the Card again to put it in the 
Inventory. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Holy Card. 

LEFT-CLICK on the Card to turn it over and read 
its other side. 

LEFT-CLICK on Exit to get out of Inventory. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on St. Bartholomew’s Mission. 


LEFT-CLICK on the Deskman (Ernie). 

_ LEFT-CLICK on Ask about Louie. 

LEFT-CLICK on Ask Him How He Knows Louie. 
LEFT-CLICK on Ask Him What He Does. 


LEFT-CLICK on Ask If The Mission Has Been Busy. 


RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Museum of Natural History. 

LEFT-CLICK on Helen Strauss. : 

LEFT-CLICK on Ask If She’s Figured Out How the 
Pieces of Runes Assemble. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Raven Room. 

LEFT-CLICK on Louie. 

LEFT-CLICK on Confront Louie about the 
Invitation. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on St. Bartholomew’s Mission. 

LEFT-CLICK on Ernie. 

LEFT-CLICK on Trick Ernie into Leaving. 

LEFT-CLICK and drag the cursor under the 
desk. Then, LEFT-CLICK again to look under 
the desk. 

LEFT-CLICK on the Black Suitcase. 

Ernie’s Suitcase Puzzle: See page 56 for Ernie’s 
Suitcase Puzzle Solution. 

LEFT-CLICK on the Picture to take it. 

LEFT-CLICK on the Picture again to put it in 
Inventory. 

LEFT-CLICK on the down arrow to back away 
from the Suitcase. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Detective Merylo’s Office. 

LEFT-CLICK on Detective Merylo. 

LEFT-CLICK on Show Him Ernie’s Photo. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Raven Room. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on:Ernie’s: Photo. 

LEFT-CLICK on Use to use Ernie’s Photo on Louie. 

TURN RIGHT and LEFT-CLICK to go forward. (Or 
TURN LEFT and LEFT-CLICK to go forward.) 

LEFT-CLICK on the Bottle to throw it. (Or LEFT- 
CLICK and shoot the Pipes near the gunman’s 
hiding place.) 

LEFT-CLICK to shoot the Gunman. 


*** CHANGE TO DISK #3*** 


I Prima Official Strategy Guide 


Chapier 5 5 
There Is a Crooked Man 


LEFT- CLICK on Detective Merylo. -o 
LEFT-CLICK on Ask Him about ie Warehouse _ 
Gunman. oo 
LEFT-CLICK on Tell ae What You J now. 
LEFT-CLICK on the Newspaper. — -o 

LEFT-CLICK on the story, Rest of Tore Victim’s 
Remains Found. 
LEFT-CLICK on the down arrow to back away 
from the Newspaper. — — 
LEFT-CLICK on the soy I Survived re - 
Torso Killer. 
LEFT-CLICK on the dowa arrow to back away 
from the Newspaper. 
RIGHT-CLICK to bring up the supplemental list. 
LEFT-CLICK on the World Map. — 
LEFT-CLICK on Sullivan’s Office. 
LEFT-CLICK on ‘Sullivan. . 
LEFT-CLICK on Update Your Boss on Yo 
LEFT-CLICK on Ask about Mr. Pensky. 
RIGHT-CLICK to bring up the supplemental list. 
LEFT-CLICK on the Inventory. 
LEFT-CLICK on the Matchbook in list. -~ — 
LEFT-CLICK on the right arrow on the Matchbook — 
to turn it over and to get a phone r 
LEFT-CLICK on the front of the Matchbook to 
open it and get the name Muhlhaven, — — 
LEFT-CLICK on Exit. 
RIGHT-CLICK to bring up the supplemental i list. 
LEFT-CLICK on the World “o 
LEFT-CLICK on Hotel Cleveland. 
LEFT-CLICK on the Hotel Clerk. — 
LEFT-CLICK on Ask If Muhlhaven Is in. 
LEFT-CLICK on Ask More about Muhlhaven. 
LEFT-CLICK on Ask for Muhthaven’ s Room 
Number. 
LEFT-CLICK on Threaten Him or Bribe Him; either 
action ends the same way. -~ 
TURN RIGHT and HT eee on bao Phone on 
the wall. 
LEFT-CLICK on ie hone again. 
LEFT-CLICK to dial 425-637. 
TURN RIGHT and LEFI-CLICK on the Maid’ s$ Cart. 
LEFT-CLICK on the Maid’s Cart again. — 
LEFT-CLICK on the Butter Knife. — _ 
LEFT-CLICK on the down arrow to bac! £ away 
from the Cart. 


Chapter 17 


LEFT-CLICK and drag the cursor up to the 
Transom above the door. 
LEFT-CLICK on the Transom. 
TURN RIGHT and LEFT-CLICK on the Bed. 
TURN RIGHT and LEFT-CLICK on the Nightstand 
~ _ to the right of the Bed. 
LEFT-CLICK on the Vase on the Nightstand. 
LEFT-CLICK on the Key in the Vase. 
LEFT-CLICK on the down arrow to add it to the 
Inventory. 
LEFT-CLICK on the Invitation in the Vase. 
TURN RIGHT and LEFT-CLICK on the Armoire 
against the wall. 
LEFT-CLICK on the Armoire’s Handles. 
LEFT-CLICK two times on the down arrow to 
back away. 
TURN LEFT and LEFT-CLICK on the Bed. 
LEFT-CLICK two times on the Vase. 
LEFT-CLICK two times on the Photo in the Vase. 
RIGHT-CLICK to bring up supplemental list. 
LEFT-CLICK on Inventory. 
LEFT-CLICK on Photo from 23G. 
LEFT-CLICK to turn over and read message. 
LEFT-CLICK to exit. 
LEFT-CLICK on the down arrow to step away 
from the Photo. 
RIGHT-CLICK to bring up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on Louie’s Loft. 
LEFT-CLICK to go forward into Louie’s Loft. 
TURN RIGHT and LEFT-CLICK on the stove. 
LEFT-CLICK on the small Broom beside the stove. 
LEFT-CLICK on the down arrow to back away. 
TURN RIGHT and LEFT-CLICK on the Floor in the 
walkway straight from the door; this is the 
only interactive section here. Refer to the 
screen capture in Chapter 5 if you are having 
difficulty with this action. 
LEFT-CLICK two times on the Lockbox hidden 
beneath the flooring. 
Lockbox Puzzle: For the Lockbox Puzzle 
Solution, see page 75. 
LEFT-CLICK on the down arrow to step away 
from the hiding place. 
RIGHT-CLICK to bring up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on Sullivan’s Office. 
LEFT-CLICK on Sullivan. 
LEFT-CLICK on Ask about Joseph Muhlhaven. 
LEFT-CLICK on Ask about Blackmailer. 
LEFT-CLICK on Ask about Photo. 
LEFT-CLICK on Ask about Pensky’s Last Case. 


27r 


Quick Trip walkthrough 


RIGHT-CLICK to bring up the supp emea! list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Flanagan’s. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on FBI Office. 

LEFT-CLICK on Winslow. 

LEFT-CLICK on Ask about the Warehouse 
Gunman. 

LEFT-CLICK on Ask about Joseph Muhlhaven. 

LEFT-CLICK on Ask about the Blackmailer. 

LEFT-CLICK on Ask about Pensky’s Files. 

RIGHT-CLICK to: bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Hotel Cleveland. 

TURN LEFT and LEFT-CLICK on the Armoire. 

LEFT-CLICK on the Armoire Handle. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Signet Ring. 

LEFT-CLICK on Use. 


Chapter 6 
Feather and Fang 


LEFT-CLICK on the Invitation four times (the 
folded black papers under the ties). 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the FBI Office. 

TURN LEFT and LEFT-CLICK two times on the 
Picture to the right of the adjoining door. 

LEFT-CLICK on the left side of the Picture. 

Winslow’s Safe Puzzle: For the solution to 
Winslow’s Safe Puzzle, see page 87. 

LEFT-CLICK on the File on the top shelf. 

LEFT-CLICK through All papers (until you find 
out that Pensky is at the Sunnyvale Rest 
Home, which requires a Level 3 Security 
Clearance in order to see him). 

LEFT-CLICK on the down arrow to get out of 
the File. 

LEFT-CLICK on the ID Card on the second shelf. 

LEFT-CLICK on the down arrow to back away 
from the Safe. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Sunnyvale Rest Home. 


- Shaper 7 
The Penaky Interviews 


LEFT-CLICK on Pensky. ; a 

LEFT-CLICK on Ask about His Case =. 

LEFT-CLICK on Ask about the Torso Killings 

LEFT-CLICK on Ask about the Raven Room. 

LEFT-CLICK on Ask about the Dreams That Hat 
Troubled Him. 

RIGHT-CLICK to pull up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on My Office. of 

TURN RIGHT and LEFT-CLICK on the B o 
the right of the Locked Cabinet. : 

LEFT-CLICK on The Crusades. 2e 

LEFT-CLICK two times on the Raven’s Feather. = 

RIGHT-CLICK to pull up the supplemental list. 

ŁEFT-CLICK on the World Map. 

LEFT-CLICK on Louie’s Loft. 

LEFT-CLICK to walk forward. 

TURN LEFT and LEFT-CLICK on the Dresser. 


LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Lorkes Key. 

LEFT-CLICK on Use. oe — 

Dresser Lock Puzzle: For the aoe 
Dresser Lock Puzzi: 

LEFT-CLICK n 


Inventory. 
RIGHT-CLICK to 
LEFT-CLICK on th 
LEFT-CLICK on Flanagan’ s. 
LEFT-CLICK on Muhlhaven. 
LEFT-CLICK on Ask Why He’s Being Blackmailed.  _ 
LEFT-CLICK on Ask about the Raven Room. oe 
LEFT-CLICK on Ask How to Get in to the Party. 
RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK on the Inventor : 
LEFT-CLICK on the Invitation. © 
LEFT-CLICK on Use: 
RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK onthe World Map. 
LEFT-CLICK on Sunnyvale Rest Home. ? 
LEFT-CLICK on Pensky. = : 
LEFT-CLICK on Ask about the Party at the 

Raven Room . 
RIGHT-CLICK to bring up the supplemental fist 


LEFT-CLICK on the World Map. — rr cue on Tell Her : 
- on the Bo 


LEFT-CLICK on the down arrow to move away 
from the Book. 


RIGHT-CLICK to bring up the supplemental list. 


LEFT-CLICK on the World Map. 

LEFT-CLICK on Sullivan’s Office. 

_ LEFT-CLICK on Sullivan. 

ees on Mention Link between 

____Brotherhood of Thule and Torso Killings. 
LEFT-CLICK on Ask about Von Hess. 

_ RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Detective Merylo’s Office. 

LEFT-CLICK on Merylo. 

LEFT-CLICK on Ask to See Evidence on 

Torso Case . 
LEFT-CLICK on Item #1. 


LEFT-CLICK to turn through all the pages. (The | 


arrow must be placed to the right to get 
through all the pages). 

__LEFT-CLICK on the Victim’s Address on the third 
page to open the Santini House location. 


___LEFT-CLICK on the top of Page #1 to talk 


to Merylo. 


-  LEFT-CLICK on the down arrow to return to the 


-Evidence Tracking Log. 
_ LEFT-CLICK on Item #2. 


___LEFT-CLICK on the Victim Photo. 


LEFT-CLICK on the down arrow to return to the 
Evidence Tracking Log. — 

LEFT-CLICK on Item #3. — 

LEFT-CLICK on the New ap Per. 

LEFT-CLICK on the down arrow to return to the 
Evidence Tracking Log. _ 

LEFT-CLICK on Items #4-#18 in 1 order to take a 
look at them. 

LEFT-CLICK on Item 19 to talk to Merylo about 
the FBI confiscation. 

LEFT-CLICK on the down arrow to exit from the 
Evidence Tracking Log. — 

LEFT-CLICK on Merylo. 

LEFT-CLICK on Ask about Von Hess, 

_ LEFT-CLICK on Ask about Von Hess’s Medallion. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the FBI Office. 

LEFT-CLICK on Winslow. 

LEFT-CLICK on Ask about Von Hess. 

LEFT-CLICK on Ask about Von Hess’s Medallion. 


LEFT-CLICK on Ask to See Torso Case Evidence. _ 
LEFT-CLICK on Ask If He Has Any of Detective : 


Merylo’s Evidence. 
LEFT-CLICK on Ask about Pensky. 


- Chapter a Quick Teip wraiktbrongy 


. _ RIGHT-CLICK to bring up the supplemental list. 
_ LEFT-CLICK on the World Map. 

LEFT-CLICK on Kingsbury Run. 

_LEFT-CLICK on the World Map. 


LEFT-CLICK on Mrs. Santini to Ask about Killer’s 


TURN RIGHT and LEFT-CLICK on the Light 
TURN LEFT and LEFT-CLICK on the window to 


LEFT-CLICK on the bottom of the Window Shade, 


__ RIGHT-CLICK to bring up the supplemental list. 


_ LEFT-CLICK on the down arrow to back away 


- LEFT-CLICK on Tell Her about the Stones and 
_ LEFT-CLICK on Tell Her You Saw Yourself in 


_ RIGHT-CLICK to bring up the supplemental list. 


273 


RIGHT-CLICK to bring up the suippiementel list. 
LEFT-CLICK on the Santini House. 


Motives. 
LEFT-CLICK on Mrs. Santini to get her to leave. 


Switch. 
the right of the Bed. 


hold it down, and pull the shade down ALL 
_ THE WAY! Then release the left mouse button. 


LEFT-CLICK on the World Map. 

LEFT-CLICK on the Raven Room. 

TURN RIGHT and a on the Back 
Room Door. 

Raven Room Back Door Puzzle: For the solution 
to the Raven Room Back Door Puzzle, see 
page 135. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Detective Merylo’s Office. 

LEFT-CLICK on Merylo. 

LEFT-CLICK on Ask If Winslow Returned the 
Evidence. 

LEFT-CLICK on Item # 19. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Psychic Parlor. 

LEFT-CLICK on Cassandra. 

LEFT-CLICK on Ask to Be Put into Trance. 

Sphere Puzzle: To solve the Sphere Puzzle, see 
page 137. 

LEFT-CLICK to go forward. 

LEFT-CLICK on Odin Pool. 

LEFT-CLICK on ALL of the Stones to have visions. 


from Odin Pool. 
PRESS (Esc) to get back to Cassandra. 
LEFT-CLICK on Cassandra. 
the Pool . 
the Pool. 


LEFT-CLICK on the World Map. 
LEFT-CLICK on the Santini House. 


‘TURN LEFT and LEFT-CLICK to w ay the 
_ LEFT-CLICK on the Baseboard. = — 
= LEFT-CLICK on the papers. 
_ LEFT-CLICK on the Runes. 
LEFT-CLICK on Kingsbury Run. 


*** OH ANGE TO DISK #5% Be 


hae IO 


Track Down 


LEFT-CLICK to go ‘forward. 
TURN RIGHT and LEFT-CLICK forward four times 
TURN LEFT and LEFT-CLICK forward six times. 
TURN RIGHT to find the Valves: ae 
Valve Puzzle: To solve the Valve Puzzle, see =, 
page 156. = 
LEFT-CLICK on the Door. 
LEFT-CLICK on the Keyhole. 
RIGHT-CLICK to bring up the Sugplemental list. 
LEFT-CLICK on the World Map. ae 
LEFT-CLICK on the FBI Office. 
LEFT-CLICK on Winslow. 
LEFT-CLICK on Ask for Von Hess’s Medallion. 
LEFT-CLICK on the Door PEO 2 
LEFT-CLICK on the Door. : 
Sliding Lever Puzzle: To solve the Slidin 
Puzzle, see page 159. : 


TURN LEFT and drag the cursor u 
LEFT-CLICK on the Ledge. 
RIGHT-CLICK to bring 
LEFT-CLICK on the World Map. 


LEFT-CLICK on the Robe Closet 
LEFT-CLICK on the Table to the right of the 
Robe Closet. 
LEFT-CLICK on the left Candleholder. 
Candleholder Puzzle: For the solution to the 
Candleholder Puzzle, see page 163. 
LEFT-CLICK on the green Talisman. 
LEFT-CLICK on the green Talisman apain to put 
itin the Inventory. 
RIGHT-CLICK to bring up the suppleaicntal list: 
LEFT-CLICK on the World Map. 
LEFT-CLICK on the Psychic Parlor. 
LEFT-CLICK on Cassandra. a 
LEFT-CLICK on Ask To Be Put into Trance. a LEFT-CLICK on 
LEFT-CLICK to go forward'to the pool. © = from the Winch. 
LEFT-CLICK on the Odin Pool. Bee i 
LEFT-CLICK on the Talisman Icon.. < -= =. — through the crates. © 
PRESS to return to Cassandra. TURN LEFT and LEFT-CLIC 0 


Chapter 17 


***CHANGE TO DISK #5*** 


LEFT-CLICK forward. 

TURN RIGHT and LEFT-CLICK forward 
three times. 

TURN RIGHT and LEFT-CLICK forward 
three times. 

TURN RIGHT and LEFT-CLICK forward. 

LEFT-CLICK on the Altar. 

LEFT-CLICK on the Box to right of the Altar. 


LEFT-CLICK on the Oval two times. (Herald’s Key: 


check screen capture in this chapter if 
necessary.) 

LEFT-CLICK on the down arrow two times to 
back away from the Altar. 

TURN RIGHT and LEFT-CLICK on the Tunnel. 

TURN 180 degrees and LEFT-CLICK on 
the Tunnel. 

TURN RIGHT and LEFT-CLICK forward 
three times. 

LEFT-CLICK on the Sarcophagus. 

LEFT-CLICK on the Sarcophagus Lock. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Artifact. 

LEFT-CLICK on Use. 

LEFT-CLICK on the top of the Sarcophagus. 
(Inside the lid is where the Runes are.) 

LEFT-CLICK on the down arrow to back away 
from the Sarcophagus. 

TURN AROUND and LEFT-CLICK to exit from the 
Herald’s Tomb. 

LEFT-CLICK forward two times. 

TURN RIGHT and LEFT-CLICK forward. 

TURN RIGHT again and LEFT-CLICK forward two 
times to enter the Central Chamber. 

LEFT-CLICK on altar and turn around 
180 degrees. 

LEFT-CLICK on the Tunnel to the left in front of 
you (exiting from the Central Chamber). 


TURN RIGHT and LEFT-CLICK forward two times. 


TURN LEFT and LEFT-CLICK forward. 

TURN LEFT and LEFT-CLICK forward two times. 

TURN RIGHT and LEFT-CLICK forward three 
times to arrive in the Scribe’s Tomb. 

TURN LEFT and LEFT-CLICK on the Scribe’s 
Sarcophagus two times. 

LEFT-CLICK on the Stone Pieces. 

TURN RIGHT and LEFT-CLICK on the Pool 
opposite the Sarcophagus. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Stone Pieces. 


Quick Trip walkthrough 275 


LEFT-CLICK on Use. 
Stone Pieces Puzzle: For the solution to the 
Stone Pieces Puzzle, see page 188. _ 
TURN RIGHT and LEFT-CLICK on the Door. 
LEFT-CLICK forward two times. : 
TURN LEFT and LEFT-CLICK forward two times. 
TURN LEFT and LEFT-CLICK forward three times. 
TURN LEFT and LEFT-CLICK forward. 
TURN LEFT and LEFT-CLICK forward four times. 
TURN LEFT and LEFT-CLICK forward two times 
to enter the Sergeant At Arms’s Tomb. 
LEFT-CLICK on the Sarcophagus. 
LEFT-CLICK on the top of the Sarcophagus. 
Slider Lock Puzzle: For the solution to the Slider 
Lock Puzzle, see page 190. 
LEFT-CLICK on the Sword Blade to copy 
the Runes. 
LEFT-CLICK on the down arrow two times to 
back away from the Sarcophagus. 
TURN RIGHT and LEFT-CLICK on the Door. 
LEFT-CLICK forward. © 
TURN LEFT and LEFT-CLICK forward two times. 
TURN LEFT and LEFT-CLICK forward three times. 
TURN LEFT and LEFT-CLICK forward three times 
to enter Landulph’s Tomb. 
LEFT-CLICK forward to approach the Bridge. 
LEFT-CLICK on the Bridge. 
Bridge Steps Puzzle: For the detailed solution to 
the Bridge Steps Puzzle, see page 192-194. 
LEFT-CLICK on the Left Section of the 
Bridge Step. 
LEFT-CLICK on the Right Section of the 
Bridge Step. 
LEFT-CLICK on the Left or Right Section of the 
Bridge Step. 
LEFT-CLICK on the Middle Section of the 
Bridge Step. 
LEFT-CLICK on the Right Section of the 
Bridge Step. 
LEFT-CLICK on the Left Section of the 
Bridge Step. 
LEFT-CLICK on the Right Section of the Bridge 
Step to get to the top. 
LEFT-CLICK on Landulph’s Sarcophagus. 
LEFT-CLICK on the Broken Lid of the 
Sarcophagus. 
LEFT-CLICK on the Runes to copy them, making 
a complete set of the Runes in order to put the 
_ Black Dahlia case back together. 
Black Dahlia Casing Puzzle: For the solution to 
the Black Dahlia Casing Puzzle, see page 193. 
LEFT-CLICK on the down arrow to Tak = 
from the Sarcophagus. 


LEFT-CLICK on the Open Section of the 
Sarcophagus Lid to peer inside. 
LEFT-CLICK on the down arrow two times to 
back away from the Sarcophagus. 
TURN RIGHT and LEFT-CLICK on the Bridge. 
LEFT-CLICK on the Left Section of the 
Bridge Step. 
LEFT-CLICK on the Right Section of the 
Bridge Step. 
LEFT-CLICK on the Left Section of the 
Bridge Step. eS 
LEFT-CLICK on the Middle Section of the 
Bridge Step. 4 : 
LEFT-CLICK on the Left or Right Section of the- 
Bridge Step. - 
LEFT-CLICK on the Left Section of the 
Bridge Step. 
LEFT-CLICK on the Right Section of the — 
Bridge Step. 
LEFT-CLICK on the Bridge to cross it. ee 
LEFT-CLICK on the Entrance to go back out. 
LEFT-CLICK forward two times. 
TURN LEFT and LEFT-CLICK forward. 
TURN LEFT and LEFT-CLICK forward four times. 
TURN LEFT and LEFT-CLICK forward four times -o 
to arrive in the Central Chamber. = 
TURN RIGHT and LEFT-CLICK on the Altar. 
TURN LEFT and LEFT- CLICK ¢ on ne First . 
Left Pillar. 
Altar Pillar Puzzle: For the solution to th 
Pillar Puzzle, see page 195. 


***CHANGE TO BISE 


Chapter 13 


Purauit 


LEFT-CLICK on the Abbot’s Sarcophagus. 

LEFT-CLICK on the Abbot’s Sarcophagus again. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. © 

LEFT-CLICK on the Bag of RUNES: 

LEFT-CLICK on Use. 

TURN RIGHT and LEFT-CLICK onto the Trench 
around the Sarcophagus. 

TURN LEFT and LEFT-CLICK on the Left Square 
Section three times at the foot of the ; 


Baggage ag hen LE 


Sarcophagus. 
LEFT-CLICK on the Right Square Section two _ Conductor’s Office D 
times at the foot of the Sarcophagus. _ LEFT-CLICK on the Conduc 


TURN RIGHT and LEFT-CLICK deeper into trench. | LEFT-CLICK on Ask abou oom A 


Chapter 17 


TYPE “Matt Collins”. 

TURN RIGHT and LEFT-CLICK on the Door. 

LEFT-CLICK on the Door. 

LEFT-CLICK two times to cross the Baggage Car. 

LEFT-CLICK on the Map Holder on the Door. 

LEFT-CLICK on the Map two times to add it to 
the Inventory. 

LEFT-CLICK on the down arrow to step back from 
the Door. 

TURN RIGHT and LEFT-CLICK on the Spool of 
String on Shelf 2 to add it to the Inventory. 

TURN RIGHT and LEFT-CLICK to go to the 
middle of the Baggage Car. 

TURN RIGHT and LEFT-CLICK on the Emergency 
Brake Wire. ONLY DO THIS ONCE! 

TURN LEFT, LEFT-CLICK, and drag the cursor 
down. Then LEFT-CLICK on the Brown 
Suitcase on the right side of the Car. 

TURN RIGHT so that both the Suitcase and the 
Emergency Brake are in your view 
(IMPORTANT: the trick won’t work any other 
way! Definitely Save to ensure success!) 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on String. 

LEFT-CLICK on Use. 

LEFT-CLICK two times on the Conductor’ s Door 
immediately! 

LEFT-CLICK on the Conductor’s Desk. 

LEFT-CLICK on the Left Drawer of the Desk. 

LEFT-CLICK on the Clipboard. 

LEFT-CLICK through three pages. 

LEFT-CLICK on the down arrow to close the 
Drawer. 


LEFT-CLICK on the Clipboard on the Desk to get 


the Repair List. 
LEFT-CLICK on the down arrow to put the 
Clipboard down. 
LEFT-CLICK on the down arrow to back away 
from the Desk. 
RIGHT-CLICK to bring up the suppi mental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on the third Sleeper Car up from the 
Baggage Car. 
LEFT-CLICK two times and then LEFT-CLICK on 
Door #7. 
TURN RIGHT and LEFT-CLICK on the Top Drawer 
of the Chest of Drawers. 
LEFT-CLICK on the Paper With Rune. 
RIGHT-CLICK to bring up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on the Caboose. 


LEFT-CLICK on Ask Her Where She’s Going. 


-City of Angela 


Quick Trip walkthr ugh 277 


LEFT-CLICK on the Caboose Door. 

LEFT-CLICK on the Conductor. _ 

LEFT-CLICK on Ask about Collins. : 

TURN RIGHT and LEFT-CLICK on the Door. S 

LEFT-CLICK on the Baggage Car Door. 

LEFT-CLICK two times to get to the other end of 
the Baggage Car. 

TURN RIGHT and LEFT-CLICK on the Clipboard 
on the top shelf. (You have to search -_ 
for it.) 

LEFT-CLICK on the Clipboard. 

LEFT-CLICK on the down arrow to step back < from 

the Baggage List. 

LEFT-CLICK on the Gown arrow to step back from 
the Shelves. 


TURN RIGHT and LEFT-CLICK forward. 


LEFT-CLICK on Winslow’s Trunk on the left side 
of the Baggage Car. 

Winslow’s Trunk Puzzle: To solve Winslow’s 

Trunk Puzzle, see page 213. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the third eee Car up from the 
Baggage Car. — 

LEFT-CLICK forward two times. 

LEFT-CLICK on Door #7. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Dining Car. 

LEFT-CLICK forward. — 

LEFT-CLICK on Alice. _ _ 

LEFT-CLICK on Apologize to Her. _ 

LEFT-CLICK on Ask If She Saw Winslow. 


LEFT-CLICK on Alice again. — 
***CHANGE TO DISK #6*** 


Chapter 14 


LEFT-CLICK and drag the cursor down to 
the Phone. 

LEFT-CLICK on the Phone. 

LEFT-CLICK on The Police. 

LEFT-CLICK on Hang Up. 

RIGHT-CLICK to bring up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Gabe’s Diner. 

LEFT-CLICK on Detective Maxwell. 

LEFT-CLICK on Tell Him about Elizabeth Short. _ 


_ LEFT-CLICK on Teil Him about Winslow. 
LEFT-CLICK on Detective Maxwell. 
RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on the Train Station Shipping Office. 
LEFT-CLICK on the Incoming Parcels Office. 
LEFT-CLICK on the Incoming Parcels Clerk. _ 
LEFT-CLICK on Ask about Winslow’s Package. 
LEFT-CLICK on Ask to See Shipping Manifests. 
LEFT-CLICK. on the down arrow to back away 
from the Window. 
TURN LEFT and LEFT-CLICK on the Trash Can. 
LEFT-CLICK on the Box. 
LEFT-CLICK on the Outgoing Parcels Window. — 
LEFT-CLICK on the Outgoing Parcels Clerk. 
LEFT-CLICK on Ask about Winslow’s Package. 
RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK on the Inventory. 
LEFT-CLICK on the Box. 
LEFT-CLICK on Use. 
LEFT-CLICK on Choose Express Delivery. 
RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on the Boarding House. 
LEFT-CLICK on Mrs. Underhill. 
LEFT-CLICK on Ask about Elizabeth Short. 
LEFT-CLICK on Ask about the Black Dahlia. 
TURN RIGHT and LEFT-CLICK on the Dresser 
Drawers. Then LEFT-CLICK on the down 
arrow to push them back. -RIGH 
LEFT-CLICK on the down arrow to step back ei LEF 
the Dresser. 
TURN RIGHT and LEFT-CLICK on the Closet. 
LEFT-CLICK on the down arrow to step hack from 
the Closet. 
TURN RIGHT and LEFT-CLICK on the Bed. 
TURN RIGHT and LEFT-CLICK on the 
Nightstand. 
LEFT-CLICK on the Top Drawer of the 
Nightstand. 
LEFT-CLICK on the Note in the Top Drawer 
two times. 
LEFT-CLICK on the down arrow to close the 
Drawer. 
LEFT-CLICK on the Middle Drawer of the Dresser. 
LEFT-CLICK on the down arrow to close the ~ 


LEFT-CLICK on the do 


Drawer. . from the Note. _ 
LEFT-CLICK on the Bottom Drawer of the TURN RIGHT and LE 
Nightstand. _. Cabinet. : 


LEFT-CLICK on the Romance Novel: ` LEFT-CLICK on the Bott 
LEFT-CLICK on the down arrow to put the Cabinet. 
Romance Novel back. 


Chapter 17 


ABC MOVING Delivery Puzzle: For the solution 
to the ABC Moving Delivery Puzzle, see 
page 228. 
LEFT-CLICK on SOIAKP52. 
LEFT-CLICK on the File to flip through the pages. 
LEFT-CLICK on the down arrow to close the File. 
RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on the Movie Studio. 
RIGHT-CLICK to pull up the supplemental list. 
LEFT-CLICK on the World Map. 
LEFT-CLICK on the Biltmore Hotel. 
LEFT-CLICK on Elizabeth Short. 
LEFT-CLICK on Ask about Black Dahlia. 
LEFT-CLICK on Ask to See the Black Dahlia. 


*** CHANGE TO DISK #8*** 


Chapter I5 
A Fresh Corpse 


RIGHT-CLICK to pull up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Biltmore Hotel. 

LEFT-CLICK on Ike. 

LEFT-CLICK on Ask about Elizabeth Short. 

LEFT-CLICK on Ask about Guy She Left with. 

LEFT-CLICK on Bribe Him. 

LEFT-CLICK on Question His Information. 

TURN LEFT and LEFT-CLICK forward. 

TURN RIGHT and LEFT-CLICK on the Stairs. 

LEFT-CLICK forward two times. 

TURN RIGHT and LEFT-CLICK on Door #201. 

TURN LEFT and LEFT-CLICK on the bottom of 
the Window to go to the Fire Escape. 

LEFT-CLICK on the open Window. 

TURN RIGHT and LEFT-CLICK on #201’s Window. 

LEFT-CLICK and drag the cursor to the top of 
the Window. 

LEFT-CLICK on the top of the Window. 

LEFT-CLICK on the Stick holding the 
Window closed. 

LEFT-CLICK and drag the cursor to the bottom of 
the Window. 

LEFT-CLICK on the bottom of the Window. 

LEFT-CLICK on the open Window to go inside. 

TURN LEFT and LEFT-CLICK on the top of 
the Door. 

LEFT-CLICK on the Key on the top of the Door 
Trim two times to add it to the Inventory. 

RIGHT-CLICK to pull up the supplemental list. 


Quick Trip Walkthrough 279 


LEFT-CLICK on the World Map. 

LEFT-CLICK on the Sunset Arms Hotel. 

LEFT-CLICK on Blame Murder on Winslow. 

LEFT-CLICK on Tell Him You’ve Been racking 

Down Leads on Your Case. 

LEFT-CLICK on Alice. 

LEFT-CLICK on Ask Her Why She Helped H Him. 

LEFT-CLICK on Alice again. 

RIGHT-CLICK to pull up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Train Station Lockers. 

TURN RIGHT and LEFT-CLICK on the First Row 
of Lockers. 

TURN RIGHT and LEFT-CLICK on the section of 
Lockers 033-038. 

LEFT-CLICK on Locker 37. 

LEFT-CLICK on the Yellow Receipt two times. 

RIGHT-CLICK to pull up the supplemental! list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on Willington’s Antiques. 

LEFT-CLICK on the antique Clerk. 

LEFT-CLICK on Ask about the Black Dahlia. 

LEFT-CLICK on Ask Him Who Purchased the 
Black Dahlia. 

LEFT-CLICK on Ask to See the Cane. 

RIGHT-CLICK to pull up the supplemental list. 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Cane. 

Eisenstadt’s Cane Puzzle: For the solution to 
the Eisenstadt’s Cane Puzzle, see page 243. 

LEFT-CLICK on the Treasure Map to take it out of 
the Cane. 

LEFT-CLICK on Exit. 

RIGHT-CLICK to pull up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Sunset Arms Hotel. 

TURN LEFT and LEFT-CLICK on the Studio Pass 
on the Bed. 

LEFT-CLICK on the Studio Pass again. 

LEFT-CLICK on the Sunset Arms Note to back 
away from it. 

RIGHT-CLICK to pull up the supplemental list. 

LEFT-CLICK on the World Map. 

LEFT-CLICK on the Movie Studio. 

TURN RIGHT and LEFT- CLICK on the open Trunk 
in the shadows. 

LEFT-CLICK on the Note in the Trunk two times. 

LEFT-CLICK on the down arrow to step back from 
the Trunk. 

TURN RIGHT and LEFT-CLICK on Alice two times. 

LEFT-CLICK on Ask How Her New Job Is. 


LEFT-CLICK on Al King’ s House. 
LEFT-CLICK on Alice, = 
LEFT-CLICK on Ask Her Why She Came 
Hollywood. 
LEFT-CLICK on the Pictures Behind Ali 
LEFT-CLICK on the down arrow to step bac 


Shelf down. 

LEFT-CLICK on the Pictures. 

LEFT-CLICK on the down arrow to put the 
Pictures back. : 

TURN LEFT and LEFT-CLICK forward. 

LEFT-CLICK on the Desk. 

LEFT-CLICK on the Book on the Desk. 

LEFT-CLICK on the down arrow to put the- 
Book: back: 

LEFT-CLICK on the down arrow again to step 
back from the Desk.. 

LEFT-CLICK on the Topographical Map abo 
the Desk: 

RIGHT-CLICK to pull up the supp 

LEFT-CLICK on the Inventory. 

LEFT-CLICK on the Treas ' 


LEFT- CLICK on the Newspaper” 

LEFT-CLICK on the down arrow to put the 
Newspaper down. 

LEFT-CLICK on the Gloves twice. 

LEFT-CLICK on the chisel twice. 
RIGHT-CLICK to pull up the Ja sean list. 
LEFT-CLICK on.the World Map. . 

LEFT-CLICK on _Ferrin’s Hill Ce1 


Chapter 16 
Final Gambit 


TURN RIGHT and LEFT- CLICK on th 
circled in red. 


Winslow’s Algebra Puzzle: For the solution to ce 


Winslow’s ee Puzzle, see page 257. 


_ TURN LEFT and LEFT-Cl I 
on the wall. 


Chapter 17 


N LEFT and LEFT-CLICK on the Clock. 

LEFT-CLICK to move the Hour Hand to 5, 

_ LEFT-CLICK to move the Minute Hand to 11 and 
then back to the 1. 

LEFT-CLICK on the Minute Hand while the Hula 
Girl is OUT and move it to the 11 again to 
open the Secret Door, 


“*Change to Disk #1"** 


TURN RIGHT and LEFT-CLICK forward, 
LEFT-CLICK on Alice. 
LEFT-CLICK on the Black Dahlia to shoot it. 
To get the alternate, evil ending: Don’t 
shoot at all, shoot Winslow, or shoot and 
completely miss. 


Quick Tr | 


y Walkthrough 281 


COMING SOON... 


sii 


ap 


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jà Complete and detailed 
~~ sleuth-through 


~~ Breakdown of all characters 
~“ and their motives 


me Solutions to every dark 
~~ and demented puzzle 


a Quick Trip walkthrough 
for players in a hurry 


Hands-on resource 
to keep track of all clues 


ISBN O 


The Secrets of the Games Logo” 
Is a Registered Trademark of Prima Publishing 
www.primagames.com 


8687 


451213 


Platform: PC 


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